Torque3D/Engine/source/shaderGen/shaderGenVars.cpp
AzaezelX c0ce94f32a add material tileScale
by request
2025-12-25 19:52:06 -06:00

122 lines
6.1 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "shaderGen/shaderGenVars.h"
const String ShaderGenVars::modelview("$modelview");
const String ShaderGenVars::worldViewOnly("$worldViewOnly");
const String ShaderGenVars::worldToCamera("$worldToCamera");
const String ShaderGenVars::cameraToWorld("$cameraToWorld");
const String ShaderGenVars::worldToObj("$worldToObj");
const String ShaderGenVars::viewToObj("$viewToObj");
const String ShaderGenVars::invCameraTrans("$invCameraTrans");
const String ShaderGenVars::cameraToScreen("$cameraToScreen");
const String ShaderGenVars::screenToCamera("$screenToCamera");
const String ShaderGenVars::cubeTrans("$cubeTrans");
const String ShaderGenVars::cubeMips("$cubeMips");
const String ShaderGenVars::objTrans("$objTrans");
const String ShaderGenVars::cubeEyePos("$cubeEyePos");
const String ShaderGenVars::eyePos("$eyePos");
const String ShaderGenVars::eyePosWorld("$eyePosWorld");
const String ShaderGenVars::vEye("$vEye");
const String ShaderGenVars::eyeMat("$eyeMat");
const String ShaderGenVars::oneOverFarplane("$oneOverFarplane");
const String ShaderGenVars::nearPlaneWorld("$nearPlaneWorld");
const String ShaderGenVars::fogData("$fogData");
const String ShaderGenVars::fogColor("$fogColor");
const String ShaderGenVars::detailScale("$detailScale");
const String ShaderGenVars::visibility("$visibility");
const String ShaderGenVars::colorMultiply("$colorMultiply");
const String ShaderGenVars::tileScale("$tileScale");
const String ShaderGenVars::alphaTestValue("$alphaTestValue");
const String ShaderGenVars::texMat("$texMat");
const String ShaderGenVars::accumTime("$accumTime");
const String ShaderGenVars::dampness("$dampness");
const String ShaderGenVars::minnaertConstant("$minnaertConstant");
const String ShaderGenVars::subSurfaceParams("$subSurfaceParams");
const String ShaderGenVars::diffuseAtlasParams("$diffuseAtlasParams");
const String ShaderGenVars::diffuseAtlasTileParams("$diffuseAtlasTileParams");
const String ShaderGenVars::bumpAtlasParams("$bumpAtlasParams");
const String ShaderGenVars::bumpAtlasTileParams("$bumpAtlasTileParams");
const String ShaderGenVars::targetSize("$targetSize");
const String ShaderGenVars::oneOverTargetSize("$oneOverTargetSize");
const String ShaderGenVars::lightPosition("$inLightPos");
const String ShaderGenVars::lightDiffuse("$inLightColor");
const String ShaderGenVars::lightAmbient("$ambient");
const String ShaderGenVars::lightConfigData("$inLightConfigData");
const String ShaderGenVars::lightSpotDir("$inLightSpotDir");
const String ShaderGenVars::lightSpotParams("$inlightSpotParams");
const String ShaderGenVars::hasVectorLight("$hasVectorLight");
const String ShaderGenVars::vectorLightDirection("$vectorLightDirection");
const String ShaderGenVars::vectorLightColor("$vectorLightColor");
const String ShaderGenVars::vectorLightBrightness("$vectorLightBrightness");
const String ShaderGenVars::isCapturing("$isCapturing");
const String ShaderGenVars::ormConfig("$ORMConfig");
const String ShaderGenVars::roughness("$roughness");
const String ShaderGenVars::metalness("$metalness");
const String ShaderGenVars::glowMul("$glowMul");
//Reflection Probes - Forward lit. not to be confused with the deferred handwritten vars
//change to parity once we've got the same arrays used for both routes
const String ShaderGenVars::probePositionArray("$inProbePosArray");
const String ShaderGenVars::probeRefPosArray("$inRefPosArray");
const String ShaderGenVars::refScaleArray("$inRefScaleArray");
const String ShaderGenVars::worldToObjArray("$inWorldToObjArray");
const String ShaderGenVars::probeConfigDataArray("$inProbeConfigDataArray");
const String ShaderGenVars::specularCubemapAR("$SpecularCubemapAR");
const String ShaderGenVars::irradianceCubemapAR("$IrradianceCubemapAR");
const String ShaderGenVars::probeCount("$inNumProbes");
const String ShaderGenVars::BRDFTextureMap("$BRDFTexture");
const String ShaderGenVars::WetnessTextureMap("$WetnessTexture");
const String ShaderGenVars::maxProbeDrawDistance("$maxProbeDrawDistance");
//Skylight
const String ShaderGenVars::skylightCubemapIdx("$inSkylightCubemapIdx");
const String ShaderGenVars::skylightDamp("$SkylightDamp");
// These are ignored by the D3D layers.
const String ShaderGenVars::fogMap("$fogMap");
const String ShaderGenVars::dlightMap("$dlightMap");
const String ShaderGenVars::dlightMask("$dlightMask");
const String ShaderGenVars::dlightMapSec("$dlightMapSec");
const String ShaderGenVars::blackfogMap("$blackfogMap");
const String ShaderGenVars::bumpMap("$bumpMap");
const String ShaderGenVars::lightMap("$lightMap");
const String ShaderGenVars::lightNormMap("$lightNormMap");
const String ShaderGenVars::cubeMap("$cubeMap");
const String ShaderGenVars::dLightMap("$dlightMap");
const String ShaderGenVars::dLightMapSec("$dlightMapSec");
const String ShaderGenVars::dLightMask("$dlightMask");
const String ShaderGenVars::toneMap("$toneMap");
// Deferred shading
const String ShaderGenVars::matInfoFlags("$matInfoFlags");