7 #include "ShaderMacros.h"
21 virtual void SetMVP(
const m44& mvp)
const {;}
22 void SetUnpackModelViewProjectionMatrix(
const m44& unpackModelViewProjectionMatrix)
const;
23 void SetUnpackModelMatrix(
const m44& unpackModelMatrix)
const;
24 void SetNormalToWorldMatrix(
const m44& normalToWorldMatrix)
const;
26 void SetDiffuseColor(
const v4& color)
const;
27 void SetSpecularColor(
const v3& color)
const;
28 void SetSaturation(
float saturation)
const;
29 void SetLightColors(
const m44& colors)
const;
30 void SetWorldToLightDirections(
const m44& worldSpaceToLightDirections)
const;
32 void SetSpecularPower(
float specularPower)
const;
33 void SetSpecularModulateTexture(
float specularModulateTexture)
const;
34 void SetSpecularityFromTextureLuminance(
float specularityFromTextureLuminance)
const;
35 void SetViewOffset(
const v3& viewDirection,
float offsetParam)
const;
39 GLuint GetDiffuseSamplerId()
const {
return 0; }
46 const Rendering::TShaderId shaderId,
47 const std::string& vertexShaderCode,
48 const std::string& fragmentShaderCode);
51 GLuint m_unpackModelViewProjectionMatrixUniformLocation;
52 GLuint m_unpackModelMatrixUniformLocation;
53 GLuint m_normalToWorldMatrixUniformLocation;
55 GLuint m_lightColorsUniformLocation;
56 GLuint m_worldToLightDirectionsUniformLocation;
57 GLuint m_minUVRangeUniformLocation;
58 GLuint m_maxUVRangeUniformLocation;
59 GLuint m_diffuseTextureSamplerUniformLocation;
61 GLuint m_diffuseColorUniformLocation;
62 GLuint m_specularColorUniformLocation;
63 GLuint m_specularPowerUniformLocation;
64 GLuint m_specularModulateTextureUniformLocation;
65 GLuint m_specularityFromTextureLuminanceUniformLocation;
66 GLuint m_saturationParamUniformLocation;
68 GLuint m_viewOffsetUniformLocation;