// Uniforms which are always available #include ":u_projViewTrans" #include ":u_worldTrans" #include ":u_cameraPosition" #include ":u_normalMatrix" // Other uniforms #include ":u_opacity" #include ":u_alphaTest" #include ":u_shininess" #include ":u_diffuseColor" #include ":u_diffuseTexture" #include ":u_specularColor" #include ":u_specularTexture" #include ":u_normalTexture" [u_projViewTrans] uniform mat4 u_projViewTrans; [u_worldTrans] uniform mat4 u_worldTrans; [u_cameraPosition] uniform vec4 u_cameraPosition; [u_normalMatrix] uniform mat3 u_normalMatrix; [u_opacity] #ifdef blendedFlag uniform float u_opacity; #else const float u_opacity = 1.0; #endif [u_alphaTest] #ifdef alphaTestFlag uniform float u_alphaTest; #else const float u_alphaTest = 0.0; #endif [u_shininess] #ifdef shininessFlag uniform float u_shininess; #else const float u_shininess = 20.0; #endif [u_diffuseColor] #ifdef diffuseColorFlag uniform vec4 u_diffuseColor; #endif [u_diffuseTexture] #ifdef diffuseTextureFlag uniform sampler2D u_diffuseTexture; #endif [u_specularColor] #ifdef specularColorFlag uniform vec4 u_specularColor; #endif [u_specularTexture] #ifdef specularTextureFlag uniform sampler2D u_specularTexture; #endif [u_normalTexture] #ifdef normalTextureFlag uniform sampler2D u_normalTexture; #endif