Holds the GLSL locations of shader variables. More...
#include <sceneview/shader_resource.hpp>
Public Attributes | |
int | sv_proj_mat |
Projection matrix. More... | |
int | sv_view_mat |
View matrix. More... | |
int | sv_view_mat_inv |
View matrix inverse. More... | |
int | sv_model_mat |
Model matrix. More... | |
int | sv_mvp_mat |
Model-view-projection matrix. More... | |
int | sv_mv_mat |
Model-view matrix. More... | |
int | sv_model_normal_mat |
Model normal matrix. More... | |
std::vector< ShaderLightLocation > | sv_lights |
int | sv_vert_pos |
Vertex position. | |
int | sv_normal |
Vertex normal vector. | |
int | sv_diffuse |
Per-vertex diffuse color. | |
int | sv_ambient |
Per-vertex ambient color. | |
int | sv_specular |
Per-vertex specular color. | |
int | sv_shininess |
Per-vertex shininess. | |
int | sv_tex_coords_0 |
Texture coordinates set 0. | |
Holds the GLSL locations of shader variables.
Queried via glGetUniformLocation()
and glGetVertexAttribPointer()
.
int sv::ShaderStandardVariables::sv_model_mat |
Model matrix.
Transforms from model space to world space. Type: mat4
int sv::ShaderStandardVariables::sv_model_normal_mat |
Model normal matrix.
Transforms normals from model space to world space. Type: mat3
int sv::ShaderStandardVariables::sv_mv_mat |
Model-view matrix.
Composition of matrices: mv = view * model Type: mat4
int sv::ShaderStandardVariables::sv_mvp_mat |
Model-view-projection matrix.
Composition of matrices: mvp = projection * view * model Type: mat4
int sv::ShaderStandardVariables::sv_proj_mat |
Projection matrix.
Transforms from camera eye space to clip space. Type: mat4
int sv::ShaderStandardVariables::sv_view_mat |
View matrix.
Transforms from world space to camera eye space. Type: mat4
int sv::ShaderStandardVariables::sv_view_mat_inv |
View matrix inverse.
Transforms from camera eye space to world space. Type: mat4