1
2#ifndef mgl_uniform_glsl
3#define mgl_uniform_glsl
4
5#include es_precision.glsl
6
7#include mgl_const.glsl
8
9uniform         mat4    mgl_PMVMatrix[4]; // P, Mv, Mvi and Mvit (transpose(inverse(ModelView)) == normalMatrix)
10uniform LOWP    int     mgl_ColorEnabled;
11uniform         vec4    mgl_ColorStatic;
12uniform LOWP    int     mgl_AlphaTestFunc;
13uniform         float   mgl_AlphaTestRef;
14
15// [0].rgba: size, smooth, attnMinSz, attnMaxSz
16// [1].rgba: attnCoeff(3), attnFadeTs
17uniform MEDIUMP vec4    mgl_PointParams[2];
18
19#define pointSize                   (mgl_PointParams[0].r)
20#define pointSmooth                 (mgl_PointParams[0].g)
21#define pointSizeMin                (mgl_PointParams[0].b)
22#define pointSizeMax                (mgl_PointParams[0].a)
23#define pointDistanceConstantAtten  (mgl_PointParams[1].r)
24#define pointDistanceLinearAtten    (mgl_PointParams[1].g)
25#define pointDistanceQuadraticAtten (mgl_PointParams[1].b)
26#define pointFadeThresholdSize      (mgl_PointParams[1].a)
27
28// uniform LOWP int    mgl_CullFace; // ES2 supports CullFace implicit ..
29#if MAX_TEXTURE_UNITS > 0
30uniform LOWP    int     mgl_TextureEnabled[MAX_TEXTURE_UNITS];
31uniform LOWP    int     mgl_TexCoordEnabled[MAX_TEXTURE_UNITS];
32uniform LOWP    int     mgl_TexEnvMode[MAX_TEXTURE_UNITS];
33uniform LOWP    int     mgl_TexFormat[MAX_TEXTURE_UNITS];
34#if MAX_TEXTURE_UNITS >= 2
35uniform   sampler2D     mgl_Texture0;
36uniform   sampler2D     mgl_Texture1;
37#endif
38#if MAX_TEXTURE_UNITS >= 4
39uniform   sampler2D     mgl_Texture2;
40uniform   sampler2D     mgl_Texture3;
41#endif
42#if MAX_TEXTURE_UNITS >= 8
43uniform   sampler2D     mgl_Texture4;
44uniform   sampler2D     mgl_Texture5;
45uniform   sampler2D     mgl_Texture6;
46uniform   sampler2D     mgl_Texture7;
47#endif
48#endif
49
50#endif // mgl_uniform_glsl
51