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Rearrange postprocessor creation code in SequenceBuilder
[libs/gl.git] / shaderlib / msp_interface.glsl
1 struct LightSourceParameters
2 {
3         vec4 position;
4         vec3 color;
5         int type;
6         vec3 attenuation;
7 };
8
9 uniform mat4 world_obj_matrix;
10 uniform mat3 world_obj_normal_matrix;
11 uniform CameraTransform
12 {
13         mat4 eye_world_matrix;
14         mat4 world_eye_matrix;
15         mat4 clip_eye_matrix;
16         mat4 eye_clip_matrix;
17 };
18
19 layout(constant_id=auto) const int max_lights = 4;
20 uniform Lighting
21 {
22         LightSourceParameters light_sources[max_lights];
23         vec4 ambient_color;
24         vec4 fog_color;
25         float fog_density;
26 };
27
28 #pragma MSP stage(vertex)
29 layout(location=0) in vec4 vertex;
30 layout(location=1) in vec4 color;
31 layout(location=2) in vec3 normal;
32 layout(location=3) in vec3 tangent;
33 layout(location=4) in ivec4 group;
34 layout(location=5) in vec4 weight;
35 layout(location=6) in vec4 texcoord;
36 layout(location=7) in vec4 texcoord1;
37 layout(location=8) in vec4 texcoord2;
38 layout(location=9) in vec4 texcoord3;
39 layout(location=13) in vec4 instance_transform[3];