Consolidate lighting uniforms

This commit is contained in:
Grant Sanderson 2023-01-14 07:57:47 -08:00
parent d19b244ee1
commit c8238f6b39
8 changed files with 6 additions and 45 deletions

View file

@ -1,3 +1,9 @@
uniform vec3 light_source_position;
uniform vec3 camera_position;
uniform float reflectiveness;
uniform float gloss;
uniform float shadow;
vec3 float_to_color(float value, float min_val, float max_val, vec3[9] colormap_data){ vec3 float_to_color(float value, float min_val, float max_val, vec3[9] colormap_data){
float alpha = clamp((value - min_val) / (max_val - min_val), 0.0, 1.0); float alpha = clamp((value - min_val) / (max_val - min_val), 0.0, 1.0);
int disc_alpha = min(int(alpha * 8), 7); int disc_alpha = min(int(alpha * 8), 7);

View file

@ -1,12 +1,5 @@
#version 330 #version 330
uniform vec3 light_source_position;
uniform vec3 camera_position;
uniform float reflectiveness;
uniform float gloss;
uniform float shadow;
uniform float focal_distance;
uniform vec2 parameter; uniform vec2 parameter;
uniform float opacity; uniform float opacity;
uniform float n_steps; uniform float n_steps;

View file

@ -1,12 +1,5 @@
#version 330 #version 330
uniform vec3 light_source_position;
uniform vec3 camera_position;
uniform float reflectiveness;
uniform float gloss;
uniform float shadow;
uniform float focal_distance;
uniform vec4 color0; uniform vec4 color0;
uniform vec4 color1; uniform vec4 color1;
uniform vec4 color2; uniform vec4 color2;

View file

@ -6,13 +6,6 @@ layout (triangle_strip, max_vertices = 5) out;
uniform float anti_alias_width; uniform float anti_alias_width;
uniform vec2 pixel_shape; uniform vec2 pixel_shape;
// Needed for finalize_color
uniform vec3 light_source_position;
uniform vec3 camera_position;
uniform float reflectiveness;
uniform float gloss;
uniform float shadow;
in vec3 verts[3]; in vec3 verts[3];
in float v_orientation[3]; in float v_orientation[3];
in vec4 v_color[3]; in vec4 v_color[3];

View file

@ -6,14 +6,7 @@ layout (triangle_strip, max_vertices = 6) out;
uniform float anti_alias_width; uniform float anti_alias_width;
uniform float flat_stroke; uniform float flat_stroke;
uniform vec2 pixel_shape; uniform vec2 pixel_shape;
//Needed for lighting
uniform vec3 light_source_position;
uniform vec3 camera_position;
uniform float joint_type; uniform float joint_type;
uniform float reflectiveness;
uniform float gloss;
uniform float shadow;
in vec3 verts[3]; in vec3 verts[3];

View file

@ -1,10 +1,5 @@
#version 330 #version 330
uniform vec3 light_source_position;
uniform vec3 camera_position;
uniform float reflectiveness;
uniform float gloss;
uniform float shadow;
uniform vec4 clip_plane; uniform vec4 clip_plane;
in vec3 point; in vec3 point;

View file

@ -3,12 +3,6 @@
uniform sampler2D LightTexture; uniform sampler2D LightTexture;
uniform sampler2D DarkTexture; uniform sampler2D DarkTexture;
uniform float num_textures; uniform float num_textures;
uniform vec3 light_source_position;
uniform vec3 camera_position;
uniform float reflectiveness;
uniform float gloss;
uniform float shadow;
uniform float focal_distance;
in vec3 xyz_coords; in vec3 xyz_coords;
in vec3 v_normal; in vec3 v_normal;

View file

@ -1,12 +1,6 @@
#version 330 #version 330
uniform vec3 light_source_position;
uniform vec3 camera_position;
uniform float reflectiveness;
uniform float gloss;
uniform float shadow;
uniform float anti_alias_width; uniform float anti_alias_width;
uniform float focal_distance;
uniform float glow_factor; uniform float glow_factor;
in vec4 color; in vec4 color;