// 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 };