DYT/Tool/TritonSDK/Resources/decal-common.glsl
2024-12-25 22:48:51 +08:00

52 lines
1.4 KiB
GLSL

//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