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GlslViewer UNIFORMS
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uniform int u_frame;: frame number -
uniform float u_time;: shader playback time (in seconds) -
uniform float u_delta;: delta time between frames (in seconds) -
uniform vec4 u_date;: year, month, day and seconds -
uniform vec2 u_resolution;: viewport resolution (in pixels) -
uniform vec2 u_mouse;: mouse pixel coords -
uniform vec3 u_camera: Position of the camera -
uniform float u_cameraFarClip: far clipping -
uniform float u_cameraNearClip: near clipping -
uniform float u_cameraDistance: camera distance to target (0,0,0) -
uniform bool u_cameraChange: true when the camera change position -
uniform mat3 u_normalMatrix: Normal Matrix -
uniform mat4 u_modelMatrix: Model Matrix -
uniform mat4 u_viewMatrix: View Matrix -
uniform mat4 u_projectionMatrix: Projection Matrix -
uniform mat4 u_modelViewProjectionMatrix: Model + View + Projection Matrix -
uniform vec3 u_light: Position of the light -
uniform vec3 u_lightColor: Color of the light -
uniform mat4 u_lightMatrix: Light Matrix for reprojecting shadows -
uniform sampler2D u_tex[number]: default textures names -
uniform sampler2D u_buffer[number]: extra buffers forked with the define flagBUFFER_[number]on a subshaders. learn more about this here

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uniform sampler2D u_doubleBuffer[number]: extra double buffers forked with the define flagDOUBLE_BUFFER_[number]on a subshaders. learn more about this here -
uniform sampler2D u_convolutionPyramid[number]: perform convolution pyramids on a buffer with the define flagCONVOLUTION_PYRAMID_[number]on a subshaders. learn more about this here
Only on 3D scenes (when you load a geometry)
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uniform sampler2D u_scene: color texture buffer of the scene, available onPOSTPROCESSINGsubshader. Learn more about it here -
uniform sampler2D u_sceneDepth: color texture buffer of the scene, available onPOSTPROCESSINGsubshader. Learn more about it here -
uniform sampler2D u_ligthShadowMap: Shadow map -
uniform samplerCube u_cubeMap: loaded cubemap -
uniform vec3 u_SH[9]: Pre computed Spherical Harmonics of the loaded cubemap