GLSL Shaders
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Uniform Variables
As described in the technical documentation, all possible parameters (what OpenGL calls "uniform variables") that may be passed to a shader are enumerated in the shaderProgram_t structure in src/engine/rendererGL/tr_local.h:1359.
| Type | Name | Used by | Set with |
|---|---|---|---|
int32_t
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u_ColorMap
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int32_t
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u_CurrentMap
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int32_t
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u_ContrastMap
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int32_t
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u_DiffuseMap
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int32_t
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u_NormalMap
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int32_t
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u_SpecularMap
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int32_t
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u_LightMap
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int32_t
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u_DeluxeMap
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int32_t
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u_DepthMap
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int32_t
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u_DepthMapBack
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int32_t
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u_DepthMapFront
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int32_t
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u_PortalMap
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int32_t
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u_AttenuationMapXY
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int32_t
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u_AttenuationMapZ
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int32_t
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u_ShadowMap
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int32_t
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u_ShadowMap0
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int32_t
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u_ShadowMap1
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int32_t
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u_ShadowMap2
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int32_t
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u_ShadowMap3
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int32_t
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u_ShadowMap4
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int32_t
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u_EnvironmentMap0
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int32_t
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u_EnvironmentMap1
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int32_t
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u_RandomMap
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int32_t
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u_GrainMap
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int32_t
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u_VignetteMap
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int32_t
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u_ColorTextureMatrix
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matrix_t
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t_ColorTextureMatrix
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int32_t
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u_DiffuseTextureMatrix
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matrix_t
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t_DiffuseTextureMatrix
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int32_t
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u_NormalTextureMatrix
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matrix_t
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t_NormalTextureMatrix
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int32_t
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u_SpecularTextureMatrix
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matrix_t
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t_SpecularTextureMatrix
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int32_t
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u_AlphaTest
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alphaTest_t
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t_AlphaTest
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int32_t
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u_ViewOrigin
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vec3_t
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t_ViewOrigin
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GLint
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u_DeformParms
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int32_t
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u_Color
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vec4_t
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t_Color
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int32_t
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u_ColorModulate
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vec4_t
|
t_ColorModulate
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int32_t
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u_AmbientColor
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vec3_t
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t_AmbientColor
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int32_t
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u_LightDir
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vec3_t
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t_LightDir
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int32_t
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u_LightOrigin
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vec3_t
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t_LightOrigin
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int32_t
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u_LightColor
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vec3_t
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t_LightColor
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int32_t
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u_LightRadius
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float
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t_LightRadius
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int32_t
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u_LightParallel
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qboolean
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t_LightParallel
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int32_t
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u_LightScale
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float
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t_LightScale
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int32_t
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u_LightWrapAround
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float
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t_LightWrapAround
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int32_t
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u_LightAttenuationMatrix
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matrix_t
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t_LightAttenuationMatrix
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int32_t
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u_LightFrustum
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int32_t
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u_ShadowMatrix
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matrix_t
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t_ShadowMatrix
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int32_t
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u_ShadowCompare
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qboolean
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t_ShadowCompare
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int32_t
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u_ShadowTexelSize
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float
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t_ShadowTexelSize
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int32_t
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u_ShadowBlur
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float
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t_ShadowBlur
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GLint
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u_ShadowParallelSplitDistances
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vec4_t
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t_ShadowParallelSplitDistances
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int32_t
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u_RefractionIndex
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float
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t_RefractionIndex
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int32_t
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u_FresnelPower
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int32_t
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u_FresnelScale
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int32_t
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u_FresnelBias
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GLint
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u_NormalScale
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int32_t
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u_EtaRatio
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int32_t
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u_FogDensity
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int32_t
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u_FogColor
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GLint
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u_FogDistanceVector
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vec4_t
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t_FogDistanceVector
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GLint
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u_FogDepthVector
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vec4_t
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t_FogDepthVector
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GLint
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u_FogEyeT
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float
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t_FogEyeT
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int32_t
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u_SSAOJitter
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int32_t
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u_SSAORadius
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GLint
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u_ParallaxMapping
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qboolean
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t_ParallaxMapping
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int32_t
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u_DepthScale
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float
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t_DepthScale
|
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GLint
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u_PortalClipping
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qboolean
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t_PortalClipping
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GLint
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u_PortalPlane
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vec4_t
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t_PortalPlane
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int32_t
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u_PortalRange
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float
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t_PortalRange
|
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GLint
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u_EnvironmentInterpolation
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float
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t_EnvironmentInterpolation
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GLint
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u_HDRKey
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float
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t_HDRKey
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GLint
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u_HDRAverageLuminance
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float
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t_HDRAverageLuminance
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GLint
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u_HDRMaxLuminance
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float
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t_HDRMaxLuminance
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int32_t
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u_DeformMagnitude
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float
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t_DeformMagnitude
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int32_t
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u_ModelMatrix
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matrix_t
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t_ModelMatrix
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int32_t
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u_ViewMatrix
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matrix_t
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t_ViewMatrix
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int32_t
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u_ModelViewMatrix
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matrix_t
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t_ModelViewMatrix
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int32_t
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u_ModelViewMatrixTranspose
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matrix_t
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t_ModelViewMatrixTranspose
|
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int32_t
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u_ProjectionMatrix
|
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matrix_t
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t_ProjectionMatrix
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int32_t
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u_ProjectionMatrixTranspose
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matrix_t
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t_ProjectionMatrixTranspose
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int32_t
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u_ModelViewProjectionMatrix
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matrix_t
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t_ModelViewProjectionMatrix
|
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int32_t
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u_UnprojectMatrix
|
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matrix_t
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t_UnprojectMatrix
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int32_t
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u_VertexSkinning
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qboolean
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t_VertexSkinning
|
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GLint
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u_VertexInterpolation
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float
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t_VertexInterpolation
|
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int32_t
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u_BoneMatrix
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vertexSkinning_vp.glsl:
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u_BoneMatrix::SetUniform_BoneMatrix()
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int32_t
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u_Time
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float
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t_Time
|
Shaders
blurX_fp.glsl
blurX_vp.glsl
blurY_fp.glsl
blurY_vp.glsl
cameraEffects_fp.glsl
cameraEffects_vp.glsl
computeLight_fp.glsl
Provide reusable functions for computing light effects (like specularity).
contrast_fp.glsl
contrast_vp.glsl
debugShadowMap_fp.glsl
debugShadowMap_vp.glsl
deformVertexes_vp.glsl
depthtile1_fp.glsl
Part of the tiled renderer.
depthtile1_vp.glsl
Part of the tiled renderer.
depthtile2_fp.glsl
Part of the tiled renderer.
depthtile2_vp.glsl
Part of the tiled renderer.
dispersion_C_fp.glsl
dispersion_C_vp.glsl
fogGlobal_fp.glsl
fogGlobal_vp.glsl
fogQuake3_fp.glsl
fogQuake3_vp.glsl
forwardLighting_fp.glsl
forwardLighting_vp.glsl
fxaa3_11_fp.glsl
Provides FxaaPixelShader function we use in fxaa_fp.glsl
fxaa_fp.glsl
FXAA code.
fxaa_vp.glsl
FXAA code.
generic_fp.glsl
generic_vp.glsl
heatHaze_fp.glsl
heatHaze_vp.glsl
lightMapping_fp.glsl
lightMapping_vp.glsl
lighttile_fp.glsl
Part of the tiled renderer.
lighttile_vp.glsl
Part of the tiled renderer.
liquid_fp.glsl
liquid_vp.glsl
motionblur_fp.glsl
motionblur_vp.glsl
portal_fp.glsl
portal_vp.glsl
reflection_CB_fp.glsl
reflection_CB_vp.glsl
refraction_C_fp.glsl
refraction_C_vp.glsl
reliefMapping_fp.glsl
Provide reusable functions to process normal and height maps.
screen_fp.glsl
screen_vp.glsl
shadowFill_fp.glsl
shadowFill_vp.glsl
skybox_fp.glsl
skybox_vp.glsl
ssao_fp.glsl
ssao_vp.glsl
vertexAnimation_vp.glsl
Contains vertex shaders to perform skinning for skeletal meshes (MD5 models).
Uniform Variables
intu_VertexSkinningmat4u_BoneMatrix[MAX_GLSL_BONES]
Attributes
vec4attr_BoneIndexes —vec4attr_BoneWeights —
VertexSkinning_P_N
Translates a vertex and corresponding vertex normal as per the bone matrices (as many as the MAX_GLSL_BONES preprocessor constant allows) contained in the uniform variable u_BoneMatrix, which is set with the u_BoneMatrix::SetUniform_BoneMatrix() method.
Returns void.
Arguments
const vec4inPosition — The position of the skinned mesh vertex in 3d space that will be transformed by theu_BoneMatrixmatrices.const vec3inNormal— The normal vector (for lighting calculations) corresponding to theinPositionvertex that will be transformed by theu_BoneMatrixmatrices.inout vec4position — The transformed vertex.inout vec3normal — The transformed normal.
VertexSkinning_P_TBN
Returns void.
Arguments
const vec4inPositionconst vec3inTangentconst vec3inBinormalconst vec3inNormalinout vec4positioninout vec3tangentinout vec3binormalinout vec3normal
