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/* <copyright>
This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
</copyright> */
/*
* 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] }
};
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