uniform vec3 vReflectionColor; uniform vec4 vAlbedoColor; // CUSTOM CONTROLS uniform vec4 vLightingIntensity; #ifdef OVERLOADEDVALUES uniform vec4 vOverloadedIntensity; uniform vec3 vOverloadedAmbient; uniform vec3 vOverloadedAlbedo; uniform vec3 vOverloadedReflectivity; uniform vec3 vOverloadedEmissive; uniform vec3 vOverloadedReflection; uniform vec3 vOverloadedMicroSurface; #endif #ifdef OVERLOADEDSHADOWVALUES uniform vec4 vOverloadedShadowIntensity; #endif #if defined(REFLECTION) || defined(REFRACTION) uniform vec2 vMicrosurfaceTextureLods; #endif uniform vec4 vReflectivityColor; uniform vec3 vEmissiveColor; // Samplers #ifdef ALBEDO uniform vec2 vAlbedoInfos; #endif #ifdef AMBIENT uniform vec3 vAmbientInfos; #endif #ifdef BUMP uniform vec3 vBumpInfos; #endif #ifdef OPACITY uniform vec2 vOpacityInfos; #endif #ifdef EMISSIVE uniform vec2 vEmissiveInfos; #endif #ifdef LIGHTMAP uniform vec2 vLightmapInfos; #endif #if defined(REFLECTIVITY) || defined(METALLICWORKFLOW) uniform vec3 vReflectivityInfos; #endif #ifdef MICROSURFACEMAP uniform vec2 vMicroSurfaceSamplerInfos; #endif #ifdef OPACITYFRESNEL uniform vec4 opacityParts; #endif #ifdef EMISSIVEFRESNEL uniform vec4 emissiveLeftColor; uniform vec4 emissiveRightColor; #endif // Refraction Reflection #if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION) uniform mat4 view; #endif // Refraction #ifdef REFRACTION uniform vec4 vRefractionInfos; #ifdef REFRACTIONMAP_3D #else uniform mat4 refractionMatrix; #endif #endif // Reflection #ifdef REFLECTION uniform vec2 vReflectionInfos; #ifdef REFLECTIONMAP_SKYBOX #else #if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) uniform mat4 reflectionMatrix; #endif #endif #endif