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2022-06-25 11:52:00 +08:00
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// have to specify precisions explicitly
// if shared among stages with different precisions
#pragma builtin(global)
uniform CCGlobal {
mat4 cc_matView; // view matrix
mat4 cc_matViewInv; // inverse view matrix
mat4 cc_matProj; // projection matrix
mat4 cc_matProjInv; // inverse projection matrix
mat4 cc_matViewProj; // view-projection matrix
mat4 cc_matViewProjInv; // inverse view-projection matrix
vec4 cc_cameraPos; // xyz: camera position
vec4 cc_time; // x: global time since started in seconds, y: delta time for current frame, z: total frames since started
mediump vec4 cc_screenSize; // xy: screen size, zw: inverse screen size
mediump vec4 cc_screenScale; // xy: screen scale, zw: inverse screen scale
// mediump vec4 cc_nativeSize; // xy: shading size, zw: inverse shading size
// mediump vec4 cc_exposure; // x: exposure, y: inverse exposure, z: HDR flag, w: exposure scale
// mediump vec4 cc_mainLitDir; // xyz: main direcitonal light direction
// mediump vec4 cc_mainLitColor; // xyz: main direcitonal light color, w: intensity
// mediump vec4 cc_ambientSky; //xyz: sky illumination color, w: intensity
// mediump vec4 cc_ambientGround; // xyz: ground albedo color, w: envmap LOD
};