Urho3D/bin/CoreData/Shaders/HLSL/Uniforms.hlsl
Lasse Öörni b8d55583f7 Squashed commit of the following:
commit a384431cd1ce230630d6a4522022de919cb55ac9
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date:   Thu Nov 10 00:16:26 2016 +0000

    Fixed typing and style errors

commit d4f8ca2eeed2b0196b46bd391e96a511594dc738
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date:   Thu Nov 10 00:14:02 2016 +0000

    Removed isAreaLight from attibutes

commit 62d50f3ba94d9c665358dcd7377730d968fde7be
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date:   Mon Nov 7 22:53:45 2016 +0000

    Added documentation on area lighting options

commit 53e5844bee5caccc2a37f0dcdac3b8d4a984dd62
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date:   Sat Nov 5 17:15:14 2016 +0000

    Fixd spacing

commit 5afa4ec59c1ecd2aa4892d4854e3b954af9cc73f
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date:   Sat Nov 5 06:00:19 2016 +0000

    Fixed materials under deferred and light position in the scene

commit 314bc5847a44979b89f46a0272fcf5cd0f04e866
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date:   Sat Nov 5 05:14:27 2016 +0000

    Fixed Deferred rendering

commit bde3560de71ab5a33c9cc3a4ee40029567cca5bf
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date:   Sat Nov 5 03:26:54 2016 +0000

    Area lighting, improved IBL and improved attenuation for OpenGL

commit 52be0fc67626a9c8901091445be52bdbe99657d1
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date:   Sat Nov 5 01:23:53 2016 +0000

    Intergrated Area ligthing with the editor, and improved texture quality

commit 5044bebe3d8799dee687ca676334f4493586d376
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date:   Mon Oct 24 09:25:15 2016 +0100

    Tube lighting HLSL

commit f3849a93d1812345b21918a7418d12c8d3e1e3dd
Author: dragonCASTjosh <dragonCASTjosh@gmail.com>
Date:   Mon Oct 24 09:01:10 2016 +0100

    Improve IBL

commit 210bfaebb40ed977eb46f0f6f91b3b6a49ec25a7
Author: joshua Nuttall <dragoncastjosh@live.com>
Date:   Thu Sep 15 12:32:15 2016 +0100

    Made sphere lights closer to epics paper

commit c186870e9e79de9572b5302019598ac059af58cf
Author: joshua Nuttall <dragoncastjosh@live.com>
Date:   Thu Sep 15 11:57:39 2016 +0100

    Added sphere light and beginning of tube lights
2016-11-18 02:02:05 +02:00

210 lines
4.3 KiB
HLSL

#ifndef D3D11
// D3D9 uniforms (no constant buffers)
#ifdef COMPILEVS
// Vertex shader uniforms
uniform float3 cAmbientStartColor;
uniform float3 cAmbientEndColor;
#ifdef BILLBOARD
uniform float3x3 cBillboardRot;
#endif
uniform float3 cCameraPos;
uniform float cNearClip;
uniform float cFarClip;
uniform float4 cDepthMode;
uniform float cDeltaTime;
uniform float cElapsedTime;
uniform float3 cFrustumSize;
uniform float4 cGBufferOffsets;
uniform float4 cLightPos;
uniform float3 cLightDir;
uniform float4 cNormalOffsetScale;
uniform float4x3 cModel;
uniform float4x3 cView;
uniform float4x3 cViewInv;
uniform float4x4 cViewProj;
uniform float4 cUOffset;
uniform float4 cVOffset;
uniform float4x3 cZone;
#ifdef SKINNED
uniform float4x3 cSkinMatrices[MAXBONES];
#endif
#ifdef NUMVERTEXLIGHTS
uniform float4 cVertexLights[4*3];
#else
uniform float4x4 cLightMatrices[4];
#endif
#endif
#ifdef COMPILEPS
// Pixel shader uniforms
uniform float4 cAmbientColor;
uniform float3 cCameraPosPS;
uniform float cDeltaTimePS;
uniform float4 cDepthReconstruct;
uniform float cElapsedTimePS;
uniform float4 cFogParams;
uniform float3 cFogColor;
uniform float2 cGBufferInvSize;
uniform float4 cLightColor;
uniform float4 cLightPosPS;
uniform float3 cLightDirPS;
uniform float4 cNormalOffsetScalePS;
uniform float4 cMatDiffColor;
uniform float3 cMatEmissiveColor;
uniform float3 cMatEnvMapColor;
uniform float4 cMatSpecColor;
#ifdef PBR
uniform float cRoughness;
uniform float cMetallic;
uniform float cLightRad;
uniform float cLightLength;
#endif
uniform float3 cZoneMin;
uniform float3 cZoneMax;
uniform float cNearClipPS;
uniform float cFarClipPS;
uniform float4 cShadowCubeAdjust;
uniform float4 cShadowDepthFade;
uniform float2 cShadowIntensity;
uniform float2 cShadowMapInvSize;
uniform float4 cShadowSplits;
uniform float4x4 cLightMatricesPS[4];
#ifdef VSM_SHADOW
uniform float2 cVSMShadowParams;
#endif
#endif
#else
// D3D11 uniforms (using constant buffers)
#ifdef COMPILEVS
// Vertex shader uniforms
cbuffer FrameVS : register(b0)
{
float cDeltaTime;
float cElapsedTime;
}
cbuffer CameraVS : register(b1)
{
float3 cCameraPos;
float cNearClip;
float cFarClip;
float4 cDepthMode;
float3 cFrustumSize;
float4 cGBufferOffsets;
float4x3 cView;
float4x3 cViewInv;
float4x4 cViewProj;
float4 cClipPlane;
}
cbuffer ZoneVS : register(b2)
{
float3 cAmbientStartColor;
float3 cAmbientEndColor;
float4x3 cZone;
}
cbuffer LightVS : register(b3)
{
float4 cLightPos;
float3 cLightDir;
float4 cNormalOffsetScale;
#ifdef NUMVERTEXLIGHTS
float4 cVertexLights[4 * 3];
#else
float4x4 cLightMatrices[4];
#endif
}
#ifndef CUSTOM_MATERIAL_CBUFFER
cbuffer MaterialVS : register(b4)
{
float4 cUOffset;
float4 cVOffset;
}
#endif
cbuffer ObjectVS : register(b5)
{
float4x3 cModel;
#ifdef BILLBOARD
float3x3 cBillboardRot;
#endif
#ifdef SKINNED
uniform float4x3 cSkinMatrices[MAXBONES];
#endif
}
#endif
#ifdef COMPILEPS
// Pixel shader uniforms
cbuffer FramePS : register(b0)
{
float cDeltaTimePS;
float cElapsedTimePS;
}
cbuffer CameraPS : register(b1)
{
float3 cCameraPosPS;
float4 cDepthReconstruct;
float2 cGBufferInvSize;
float cNearClipPS;
float cFarClipPS;
}
cbuffer ZonePS : register(b2)
{
float4 cAmbientColor;
float4 cFogParams;
float3 cFogColor;
float3 cZoneMin;
float3 cZoneMax;
}
cbuffer LightPS : register(b3)
{
float4 cLightColor;
float4 cLightPosPS;
float3 cLightDirPS;
float4 cNormalOffsetScalePS;
float4 cShadowCubeAdjust;
float4 cShadowDepthFade;
float2 cShadowIntensity;
float2 cShadowMapInvSize;
float4 cShadowSplits;
float2 cVSMShadowParams;
float4x4 cLightMatricesPS[4];
#ifdef PBR
float cLightRad;
float cLightLength;
#endif
}
#ifndef CUSTOM_MATERIAL_CBUFFER
cbuffer MaterialPS : register(b4)
{
float4 cMatDiffColor;
float3 cMatEmissiveColor;
float3 cMatEnvMapColor;
float4 cMatSpecColor;
#ifdef PBR
float cRoughness;
float cMetallic;
#endif
}
#endif
#endif
#endif