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- #ifdef LIGHT{X}
- uniform vec4 vLightData{X};
- uniform vec4 vLightDiffuse{X};
- #ifdef SPECULARTERM
- uniform vec4 vLightSpecular{X};
- #else
- vec4 vLightSpecular{X} = vec4(0.);
- #endif
- #ifdef SHADOW{X}
- #ifdef SHADOWCSM{X}
- uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];
- uniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];
- uniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];
- uniform float cascadeBlendFactor{X};
- varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];
- varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];
- varying vec4 vPositionFromCamera{X};
- #if defined(SHADOWPCSS{X})
- uniform highp sampler2DArrayShadow shadowSampler{X};
- uniform highp sampler2DArray depthSampler{X};
- uniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];
- uniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];
- uniform float penumbraDarkness{X};
- #elif defined(SHADOWPCF{X})
- uniform highp sampler2DArrayShadow shadowSampler{X};
- #else
- uniform highp sampler2DArray shadowSampler{X};
- #endif
- #ifdef SHADOWCSMDEBUG{X}
- const vec3 vCascadeColorsMultiplier{X}[8] = vec3[8]
- (
- vec3 ( 1.5, 0.0, 0.0 ),
- vec3 ( 0.0, 1.5, 0.0 ),
- vec3 ( 0.0, 0.0, 5.5 ),
- vec3 ( 1.5, 0.0, 5.5 ),
- vec3 ( 1.5, 1.5, 0.0 ),
- vec3 ( 1.0, 1.0, 1.0 ),
- vec3 ( 0.0, 1.0, 5.5 ),
- vec3 ( 0.5, 3.5, 0.75 )
- );
- vec3 shadowDebug{X};
- #endif
- #ifdef SHADOWCSMUSESHADOWMAXZ{X}
- int index{X} = -1;
- #else
- int index{X} = SHADOWCSMNUM_CASCADES{X} - 1;
- #endif
- float diff{X} = 0.;
- #elif defined(SHADOWCUBE{X})
- uniform samplerCube shadowSampler{X};
- #else
- varying vec4 vPositionFromLight{X};
- varying float vDepthMetric{X};
- #if defined(SHADOWPCSS{X})
- uniform highp sampler2DShadow shadowSampler{X};
- uniform highp sampler2D depthSampler{X};
- #elif defined(SHADOWPCF{X})
- uniform highp sampler2DShadow shadowSampler{X};
- #else
- uniform sampler2D shadowSampler{X};
- #endif
- uniform mat4 lightMatrix{X};
- #endif
- uniform vec4 shadowsInfo{X};
- uniform vec2 depthValues{X};
- #endif
- #ifdef SPOTLIGHT{X}
- uniform vec4 vLightDirection{X};
- uniform vec4 vLightFalloff{X};
- #elif defined(POINTLIGHT{X})
- uniform vec4 vLightFalloff{X};
- #elif defined(HEMILIGHT{X})
- uniform vec3 vLightGround{X};
- #endif
- #ifdef PROJECTEDLIGHTTEXTURE{X}
- uniform mat4 textureProjectionMatrix{X};
- uniform sampler2D projectionLightSampler{X};
- #endif
- #endif
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