|
|
Line 527: |
Line 527: |
| == Uniforms passed to shaders outside the XML effect framework == | | == Uniforms passed to shaders outside the XML effect framework == |
|
| |
|
| {| class="wikitable"
| | Some uniforms are passed from C++ directly by the [[Compositor]], [[WS 3.0]], and others. See [[Compositor#Built-in uniforms|Compositor built-in uniforms]]. |
| !Name
| |
| !Type
| |
| !Purpose
| |
| |-
| |
| |<tt>fg_ViewMatrix</tt>
| |
| |<tt>mat4</tt>
| |
| |In fullscreen pass only, view matrix used to transform from world to view space. Same as osg_ViewMatrix, but for fullscreen pass.
| |
| |-
| |
| |<tt>fg_ViewMatrixInverse</tt>
| |
| |<tt>mat4</tt>
| |
| |In fullscreen pass only, view matrix inverse used to transform from view to world space. Same as osg_ViewMatrixInverse but for fullscreen pass.
| |
| |-
| |
| |<tt>fg_ProjectionMatrixInverse</tt>
| |
| |<tt>mat4</tt>
| |
| |In fullscreen pass only, projection matrix inverse
| |
| |-
| |
| |<tt>fg_CameraPositionCart</tt>
| |
| |<tt>vec3</tt>
| |
| |Position of the camera in world space, expressed in cartesian coordinates
| |
| |-
| |
| |<tt>fg_CameraPositionGeod</tt>
| |
| |<tt>vec3</tt>
| |
| |Position of the camera in world space, expressed in geodesic coordinates (longitude in radians, latitude in radians, elevation in meters)
| |
| |-
| |
| |<tt>fg_SunAmbientColor</tt>
| |
| |<tt>vec4</tt>
| |
| |For fullscreen pass only, sun information as lightsource[0] is not available in fullscreen pass.
| |
| |-
| |
| |<tt>fg_SunDiffuseColor</tt>
| |
| |<tt>vec4</tt>
| |
| |For fullscreen pass only, sun information as lightsource[0] is not available in fullscreen pass.
| |
| |-
| |
| |<tt>fg_SunSpecularColor</tt>
| |
| |<tt>vec4</tt>
| |
| |For fullscreen pass only, sun information as lightsource[0] is not available in fullscreen pass.
| |
| |-
| |
| |<tt>fg_SunDirection</tt>
| |
| |<tt>vec3</tt>
| |
| |For fullscreen pass only, sun information as lightsource[0] is not available in fullscreen pass.
| |
| |-
| |
| |<tt>fg_FogColor</tt>
| |
| |<tt>vec4</tt>
| |
| |
| |
| |-
| |
| |<tt>fg_FogDensity</tt>
| |
| |<tt>float</tt>
| |
| |
| |
| |-
| |
| |<tt>fg_ShadowNumber</tt>
| |
| |<tt>int</tt>
| |
| |
| |
| |-
| |
| |<tt>fg_ShadowDistances</tt>
| |
| |<tt>vec4</tt>
| |
| |
| |
| |- | |
| |<tt>fg_DepthInColor</tt>
| |
| |<tt>bool</tt>
| |
| |Tells if the depth is stored in a depth texture or a color texture
| |
| |-
| |
| |<tt>fg_Planes</tt>
| |
| |<tt>vec3</tt>
| |
| |Used to convert the value of the depth buffer to a depth that can be used to compute the eye space position of the fragment
| |
| |-
| |
| |<tt>fg_BufferSize</tt>
| |
| |<tt>vec2</tt>
| |
| |Dimensions of the buffer, used to convert gl_FragCoord into the range [0..1][0..1]
| |
| |-
| |
| |<tt>osg_ViewMatrix</tt>
| |
| |<tt>mat4</tt>
| |
| |Defined by OSG, used only when working on actual geometry. Transforms from world to view space.
| |
| |-
| |
| |<tt>osg_ViewMatrixInverse</tt>
| |
| |<tt>mat4</tt>
| |
| |Defined by OSG, used only when working on actual geometry. Transforms from view to world space.
| |
| |-
| |
| |<tt>osg_SimulationTime</tt>
| |
| |<tt>float</tt>
| |
| |Defined by OSG
| |
| |-
| |
| |<tt>osg_FrameTime</tt>
| |
| |<tt>float</tt>
| |
| |Defined by OSG
| |
| |-
| |
| |<tt>osg_DeltaFrameTime</tt>
| |
| |<tt>float</tt>
| |
| |Defined by OSG
| |
| |-
| |
| |<tt>osg_FrameTime</tt>
| |
| |<tt>float</tt>
| |
| |Defined by OSG
| |
| |-
| |
| |<tt>osg_FrameNumber</tt>
| |
| |<tt>int</tt>
| |
| |Defined by OSG
| |
| |}
| |
|
| |
|
| == Related content == | | == Related content == |