1#ifndef SHADER_COMMUN_HPP 
    2#define SHADER_COMMUN_HPP 
    8    using vec2 = glm::vec2;
 
    9    using vec3 = glm::vec3;
 
   10    using vec4 = glm::vec4;
 
   11    using ivec2 = glm::ivec2;
 
   12    using ivec3 = glm::ivec3;
 
   13    using ivec4 = glm::ivec4;
 
   14    using mat2 = glm::mat2;
 
   15    using mat3 = glm::mat3;
 
   16    using mat4 = glm::mat4;
 
   20#define SHADOW_MAP_MAX_COUNT 8 
   22#define CAMERA_MATRICES_BINDING 0 
   23#define BLOCK_TEXTURES_BINDING 1 
   24#define SKYBOX_CUBE_MAP_BINDING 2 
   25#define SHADOW_MAP_BINDING 3 
   26#define WATER_RENDERPASS_INPUT_COLOR_ATTACH_BINDING 4 
   27#define WATER_RENDERPASS_INPUT_DEPTH_ATTACH_BINDING 5 
   28#define TEST_IMAGE_BINDING 6 
   29#define PLAYER_SKIN_BINDING 7 
   30#define SUN_MATRICES_BINDING 8 
   31#define ATMOSPHERE_PARAM_BINDING 9 
   32#define ITEM_ICON_TEXTURE_BINDING 10 
   33#define INSTANCE_DATA_BINDING 11 
#define SHADOW_MAP_MAX_COUNT
Definition: ShaderCommon.hpp:20
Definition: ShaderCommon.hpp:36
vec4 color
Definition: ShaderCommon.hpp:38
int layer
Definition: ShaderCommon.hpp:39
mat4 matrice
Definition: ShaderCommon.hpp:37
Definition: ShaderCommon.hpp:49
vec3 light_dir
Definition: ShaderCommon.hpp:53
float blend_distance
Definition: ShaderCommon.hpp:54
mat4 view_proj[SHADOW_MAP_MAX_COUNT]
Definition: ShaderCommon.hpp:50
vec4 plane_distances[SHADOW_MAP_MAX_COUNT]
Definition: ShaderCommon.hpp:52
Definition: ShaderCommon.hpp:43
mat4 view
Definition: ShaderCommon.hpp:44
mat4 proj
Definition: ShaderCommon.hpp:45