8 #include "ShaderMacros.h"
22 virtual void SetMVP(
const m44& mvp)
const {;}
23 void SetUnpackModelViewProjectionMatrix(
const m44& unpackModelViewProjectionMatrix)
const;
24 void SetUnpackModelMatrix(
const m44& unpackModelMatrix)
const;
25 void SetNormalToWorldMatrix(
const m44& normalToWorldMatrix)
const;
27 void SetDiffuseColor(
const v4& color)
const;
28 void SetSpecularColor(
const v3& color)
const;
29 void SetLightColors(
const m44& colors)
const;
30 void SetWorldToLightDirections(
const m44& worldSpaceToLightDirections)
const;
32 void SetSpecularPower(
float specularPower)
const;
33 void SetSpecularStretch(
const v3& specularStretchTangent)
const;
34 void SetViewOffset(
const v3& viewDirection,
float offsetParam)
const;
35 void SetSaturation(
float saturation)
const;
38 GLuint GetDiffuseSamplerId()
const {
return 0; }
45 const Rendering::TShaderId shaderId,
46 const std::string& vertexShaderCode,
47 const std::string& fragmentShaderCode);
50 GLuint m_unpackModelViewProjectionMatrixUniformLocation;
51 GLuint m_unpackModelMatrixUniformLocation;
52 GLuint m_normalToWorldMatrixUniformLocation;
54 GLuint m_lightColorsUniformLocation;
55 GLuint m_worldToLightDirectionsUniformLocation;
56 GLuint m_minUVRangeUniformLocation;
57 GLuint m_maxUVRangeUniformLocation;
58 GLuint m_diffuseTextureSamplerUniformLocation;
60 GLuint m_diffuseColorUniformLocation;
61 GLuint m_specularColorUniformLocation;
62 GLuint m_specularPowerUniformLocation;
63 GLuint m_specularStretchTangentUniformLocation;
64 GLuint m_saturationParamUniformLocation;
66 GLuint m_viewOffsetUniformLocation;