//decal-common.glsl #ifdef USE_UBO #define UNIFORM_DECL_PREFIX #else #define UNIFORM_DECL_PREFIX uniform #endif #if defined(USE_UBO) && defined(BINDLESS_TEXTURES) #define SAMPLER_DECL_PREFIX #else #define SAMPLER_DECL_PREFIX uniform #endif #if defined(USE_UBO) layout(std140) uniform trit_ShaderParameters_UBO { #endif UNIFORM_DECL_PREFIX mat4 trit_modelview; UNIFORM_DECL_PREFIX mat4 trit_inverseView; UNIFORM_DECL_PREFIX vec4 trit_viewport; UNIFORM_DECL_PREFIX vec2 trit_inverseViewport; UNIFORM_DECL_PREFIX mat4 trit_projMatrix; UNIFORM_DECL_PREFIX mat4 trit_inverseProjection; UNIFORM_DECL_PREFIX vec3 trit_up; UNIFORM_DECL_PREFIX vec2 trit_depthRange; UNIFORM_DECL_PREFIX float trit_depthOffset; UNIFORM_DECL_PREFIX float trit_fogDensity; UNIFORM_DECL_PREFIX vec3 trit_fogColor; // can change per decal UNIFORM_DECL_PREFIX mat4 trit_mvProj; UNIFORM_DECL_PREFIX mat4 trit_decalMatrix; UNIFORM_DECL_PREFIX float trit_alpha; UNIFORM_DECL_PREFIX vec4 trit_lightColor; UNIFORM_DECL_PREFIX vec2 trit_colorUVOffset; #if defined(USE_UBO) }; #endif #if defined(USE_UBO) && defined(BINDLESS_TEXTURES) layout(std140) uniform trit_TextureHandles_UBO { #endif SAMPLER_DECL_PREFIX sampler2D trit_depthTexture; SAMPLER_DECL_PREFIX sampler2D trit_decalTexture; #if defined(USE_UBO) && defined(BINDLESS_TEXTURES) }; #endif