/* Copyright (c) 2012, Motorola Mobility LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of Motorola Mobility LLC nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* * A list of shared parameters that all shaders can support (the engine always try to bind these uniforms) * These parameters are compiled into all jshaders and can be set from any jshader * with a call to jshader.global.u_matDiffuse.set([1,0,0,1]) if the jshader depends on that parameter. * To set directly call rdgeGlobalParameters.'param'.set(x), for example rdgeGlobalParameters.u_lightPos.set([1,1,1]) * The values can be added to a jshaders params list - this will creating local jshader memory that binds to the parameter * this parameter can be used to set the value for that shader but will not override the global setting * The values set here are the default global values. * note: the rdge_lights substructure can be ignored, the final parameter list contains only the uniform objects */ var RDGE = RDGE || {}; RDGE.rdgeGlobalParameters = { "u_projMatrix": { 'type': 'mat4', 'data': RDGE.mat4.identity() }, "u_mvMatrix": { 'type': 'mat4', 'data': RDGE.mat4.identity() }, "u_invMvMatrix": { 'type': 'mat4', 'data': RDGE.mat4.identity() }, "u_normalMatrix": { 'type': 'mat4', 'data': RDGE.mat4.identity() }, "u_worldMatrix": { 'type': 'mat4', 'data': RDGE.mat4.identity() }, "u_viewMatrix": { 'type': 'mat4', 'data': RDGE.mat4.identity() }, "u_invViewMatrix": { 'type': 'mat4', 'data': RDGE.mat4.identity() }, "u_invWorldMatrix": { 'type': 'mat4', 'data': RDGE.mat4.identity() }, "u_inv_viewport_width": { 'type': 'float', 'data': [1] }, "u_inv_viewport_height": { 'type': 'float', 'data': [1] }, "u_lightPos": { 'type': 'vec3', 'data': [-20.0, 50.0, 20.0] }, "u_lightDiff": { 'type': 'vec4', 'data': [0.8, 0.8, 0.8, 1] }, "u_lightAmb": { 'type': 'vec4', 'data': [1.0000, 1.0000, 1.0000, 1.0] }, "rdge_lights": { "u_light0Pos": { 'type': 'vec3', 'data': [-20.0, 50.0, 20.0] }, "u_light0Diff": { 'type': 'vec4', 'data': [0.8, 0.8, 0.8, 1] }, "u_light0Amb": { 'type': 'vec4', 'data': [0.0008, 0.0008, 0.0008, 1.0] }, "u_light0Spec": { 'type': 'vec4', 'data': [1.0, 1.0, 1.0, 1.0] }, "u_light1Pos": { 'type': 'vec3', 'data': [0.0, 0.0, 0.0] }, "u_light1Diff": { 'type': 'vec4', 'data': [0.0, 0.0, 0.0, 0.0] }, "u_light1Amb": { 'type': 'vec4', 'data': [0.5, 0.5, 0.5, 1.0] }, "u_light1Spec": { 'type': 'vec4', 'data': [1.0, 1.0, 1.0, 1.0] }, "u_light2Pos": { 'type': 'vec3', 'data': [0.0, 0.0, 0.0] }, "u_light2Diff": { 'type': 'vec4', 'data': [0.0, 0.0, 0.0, 1.0] }, "u_light2Amb": { 'type': 'vec4', 'data': [0.5, 0.5, 0.5, 1.0] }, "u_light2Spec": { 'type': 'vec4', 'data': [1.0, 1.0, 1.0, 1.0] }, "u_light3Pos": { 'type': 'vec3', 'data': [0.0, 0.0, 0.0] }, "u_light3Diff": { 'type': 'vec4', 'data': [0.8, 0.8, 0.8, 1] }, "u_light3Amb": { 'type': 'vec4', 'data': [0.5, 0.5, 0.5, 1.0] }, "u_light3Spec": { 'type': 'vec4', 'data': [1.0, 1.0, 1.0, 1.0] } }, "colMap": { 'type': 'tex2d', 'data': "assets/images/white.png" }, //"envMap": {'type': 'tex2d', 'data': null}, //"normalMap": {'type': 'tex2d', 'data': null}, //"glowMap": {'type': 'tex2d', 'data': "assets/images/black.png"}, //"u_shadowDepthMap": {'type': 'tex2d', 'data': null}, //"u_depthMap": {'type': 'tex2d', 'data': null}, "u_matAmbient": { 'type': 'vec4', 'data': [1.00, 1.00, 1.00, 1] }, "u_matDiffuse": { 'type': 'vec4', 'data': [1.0, 1.0, 1.0, 1.0] }, "u_matSpecular": { 'type': 'vec4', 'data': [1.0, 1.0, 1.0, 1.0] }, "u_matShininess": { 'type': 'float', 'data': [128.0] }, "u_matEmission": { 'type': 'float', 'data': [0.0, 0.0, 0.0, 1.0] }, "u_frustumFarZ": { 'type': 'float', 'data': [1000.0] }, "u_shadowLightWorld": { 'type': 'mat4', 'data': RDGE.mat4.identity() }, "u_shadowBiasMatrix": { 'type': 'mat4', 'data': RDGE.mat4.identity() }, "u_vShadowLight": { 'type': 'mat4', 'data': RDGE.mat4.identity() }, "u_shadowBPV": { 'type': 'mat4', 'data': RDGE.mat4.identity() }, "u_farZ": { 'type': 'float', 'data': [1000] }, "u_shadowLightFarZ": { 'type': 'float', 'data': [1000] }, "u_cameraFTR": { 'type': 'vec3', 'data': [0.0, 0.0, 0.0] } };