#include "stdafx.h" #include "glsl_common.h" std::string gl::glsl_common; void gl::glsl_common_setup() { glsl_common = "#define SHADOWMAP_ENABLED " + std::to_string((int)Global.gfx_shadowmap_enabled) + "\n" + "#define ENVMAP_ENABLED " + std::to_string((int)Global.gfx_envmap_enabled) + "\n" + "#define MOTIONBLUR_ENABLED " + std::to_string((int)Global.gfx_postfx_motionblur_enabled) + "\n" + "#define POSTFX_ENABLED " + std::to_string((int)!Global.gfx_skippipeline) + "\n" + "#define EXTRAEFFECTS_ENABLED " + std::to_string((int)Global.gfx_extraeffects) + "\n" + "#define USE_GLES " + std::to_string((int)Global.gfx_usegles) + "\n" + "const uint MAX_LIGHTS = " + std::to_string(MAX_LIGHTS) + "U;\n" + "const uint MAX_PARAMS = " + std::to_string(MAX_PARAMS) + "U;\n" + R"STRING( const uint LIGHT_SPOT = 0U; const uint LIGHT_POINT = 1U; const uint LIGHT_DIR = 2U; struct light_s { vec3 pos; uint type; vec3 dir; float in_cutoff; vec3 color; float out_cutoff; float linear; float quadratic; float intensity; float ambient; }; layout(std140) uniform light_ubo { vec3 ambient; vec3 fog_color; uint lights_count; light_s lights[MAX_LIGHTS]; }; layout (std140) uniform model_ubo { mat4 modelview; mat3 modelviewnormal; vec4 param[MAX_PARAMS]; mat4 future; float opacity; float emission; float fog_density; float alpha_mult; }; layout (std140) uniform scene_ubo { mat4 projection; mat4 lightview; vec3 scene_extra; float time; }; )STRING"; }