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796 bytes added ,  20:28, 10 November 2014
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When uniform values are set, they are attached to the current shader program and stored into the corresponding shader program structure.
 
When uniform values are set, they are attached to the current shader program and stored into the corresponding shader program structure.
    +
Shader program struct :
 
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
 
! Offset
 
! Offset
Line 55: Line 56:  
|}
 
|}
   −
 
+
dmp_FragmentLightSource struct:
 +
{| class="wikitable" border="1"
 +
! Offset
 +
!  Size
 +
!  Description
 +
|-
 +
| 0x00
 +
| 0x01
 +
| dmp_FragmentLightSource[k].enabled
 +
|-
 +
| 0x04
 +
| 0x10
 +
| dmp_FragmentLightSource[k].ambient (float[4])
 +
|-
 +
| 0x14
 +
| 0x10
 +
| dmp_FragmentLightSource[k].diffuse (float[4])
 +
|-
 +
| 0x24
 +
| 0x10
 +
| dmp_FragmentLightSource[k].specular0 (float[4])
 +
|-
 +
| 0x34
 +
| 0x10
 +
| dmp_FragmentLightSource[k].specular1 (float[4])
 +
|-
 +
| 0x44
 +
| 0x10
 +
| dmp_FragmentLightSource[k].position (float[4])
 +
|-
 +
| 0x54
 +
| 0x10
 +
| dmp_FragmentLightSource[k].spotDirection (float[3])
 +
|-
 +
| 0x60
 +
| 0x04
 +
| dmp_FragmentLightSource[k].samplerSP (u32)
 +
|-
 +
| 0x64
 +
| 0x04
 +
| dmp_FragmentLightSource[k].distanceAttenuationBias (float)
 +
|-
 +
| 0x68
 +
| 0x04
 +
| dmp_FragmentLightSource[k].distanceAttenuationScale (float)
 +
|}
    
== Fragment "uniform" list ==
 
== Fragment "uniform" list ==
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