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;
26 void SetDiffuseColor(
const v4& color)
const;
27 void SetSaturation(
float saturation)
const;
28 void SetLightColors(
const m44& colors)
const;
29 void SetWorldToLightDirections(
const m44& worldSpaceToLightDirections)
const;
31 void SetFresnelCoefficients(
float bias,
float scale,
float power)
const;
32 void SetViewOffset(
const v3& viewDirection,
float offsetParam)
const;
37 GLuint GetDiffuseSamplerId()
const {
return m_diffuseSamplerId; }
42 const Rendering::TShaderId shaderId,
43 const std::string& vertexShaderCode,
44 const std::string& fragmentShaderCode);
47 GLuint m_unpackModelViewProjectionMatrixUniformLocation;
48 GLuint m_unpackModelMatrixUniformLocation;
49 GLuint m_normalToWorldMatrixUniformLocation;
51 GLuint m_lightColorsUniformLocation;
52 GLuint m_worldToLightDirectionsUniformLocation;
53 GLuint m_minUVRangeUniformLocation;
54 GLuint m_maxUVRangeUniformLocation;
55 GLuint m_diffuseTextureSamplerUniformLocation;
57 GLuint m_diffuseColorUniformLocation;
58 GLuint m_saturationParamUniformLocation;
59 GLuint m_fresnelBiasScalePowerUniformLocation;
60 GLuint m_viewOffsetUniformLocation;
62 const GLuint m_diffuseSamplerId;