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default-material [2020/01/13 15:22] – [Using Defines] admindefault-material [2020/01/17 11:30] – [Globally available variables] admin
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 === Shader Locals === === Shader Locals ===
-^Name ^Type ^ Description ^ + 
-| l_Ambient| vec3 | Ambient light color (only in lights loop) |  +== VertexShader == 
-| l_Diffuse| vec3 | Diffuse light color (only in lights loop) |  +^Name ^Type ^Shader ^Description ^ 
-| l_Specular | vec3 | Specular light color (only in lights loop) |  +| l_Position | vec4 | VS | MVP transformed vertex position |  
-| l_SpecularColor | vec3 | Specular material color (from texture or computed) |  +| l_Displace | vec3 | VS | Raw disposition value from displacement map. Use TGorillaGLSLDisplacementMappingGetNode and TGorillaGLSLDisplacementMappingApplyNode to manipulate displacement |  
-| l_TexCoord0 | vec2 | transformed and tiled first texture coordinate |  + 
-l_BaseColor vec4 Diffuse texture color / vertex color / computed color |  +== FragmentShader == 
-| l_Alpha | float | Final alpha output value - combine with l_SumColor |  +^Name ^Type ^Shader ^Description ^ 
-| l_SumColor | vec3 | Final RGB output value - combine with l_Alpha |  +| l_Ambient| vec3 | FS | Ambient light color (only in lights loop) |  
-| l_Position | vec4 | MVP transformed vertex position |  +| l_Diffuse| vec3 | FS | Diffuse light color (only in lights loop) |  
-| l_Shading | vec2 | Multiple light combined value | +| l_Specular | vec3 | FS | Specular light color (only in lights loop) |  
-| l_LightDir | vec4 | Direction of light (only in lights loop) |  +| l_SpecularColor | vec3 | FS | Specular material color (from texture or computed) |  
-| l_LightVec | vec3 | Light vector (only in lights loop) |  +| l_TexCoord0 | vec2 | FS | transformed and tiled first texture coordinate |  
-| l_LightType | int | Type of light (point, direction or spot light) (only in lights loop) |  +l_Tiling0 vec2 | FS Tiling information for texture 0. |  
-| l_LightDist | float | Distance to light source  (only in lights loop) |  +| l_Shading | vec2 | FS | Multiple light combined value | 
-| l_Attenuation | float | Computed light attenuation (only in lights loop) |  +| l_LightDir | vec4 | FS | Direction of light (only in lights loop) |  
-| l_BumpSum | vec2 | Bump-Mapping for each light source |+| l_LightVec | vec3 | FS | Light vector (only in lights loop) |  
 +| l_LightType | int | FS | Type of light (point, direction or spot light) (only in lights loop) |  
 +| l_LightDist | float | FS | Distance to light source  (only in lights loop) |  
 +| l_Attenuation | float | FS | Computed light attenuation (only in lights loop) |  
 +| l_BumpSum | vec2 | FS | Bump-Mapping for each light source 
 +| l_BaseColor | vec4 | FS | Diffuse texture color / vertex color / computed color |  
 +| l_Alpha | float | FS | Final alpha output value - combine with l_SumColor |  
 +| l_SumColor | vec3 | FS | Final RGB output value - combine with l_Alpha 
  
 ===== Properties ===== ===== Properties =====