Jamie Greunbaum 8eaef49f2e - Added game room, including pool and skee-ball.
- Moved video screen into its own separate movie tent.
- Adjusted stable post-processing volume.
- Chickens are now at full volume.
- Added button to toggle chickens off and on.
2026-02-09 03:49:54 -05:00

51 lines
2.1 KiB
HLSL

#ifndef FILAMENT_COMMON_SHADING
#define FILAMENT_COMMON_SHADING
/*
// These variables should be in a struct but some GPU drivers ignore the
// precision qualifier on individual struct members
highp float3x3 shading_tangentToWorld; // TBN matrix
highp float3 shading_position; // position of the fragment in world space
float3 shading_view; // normalized vector from the fragment to the eye
float3 shading_normal; // normalized transformed normal, in world space
float3 shading_geometricNormal; // normalized geometric normal, in world space
float3 shading_reflected; // reflection of view about normal
float shading_NoV; // dot(normal, view), always strictly >= MIN_N_DOT_V
#if defined(MATERIAL_HAS_BENT_NORMAL)
float3 shading_bentNormal; // normalized transformed normal, in world space
#endif
#if defined(MATERIAL_HAS_CLEAR_COAT)
float3 shading_clearCoatNormal; // normalized clear coat layer normal, in world space
#endif
highp float2 shading_normalizedViewportCoord;
*/
// Worry about that problem later.
struct ShadingParams {
float3x3 tangentToWorld; // TBN matrix
float3 position; // position of the fragment in world space
float3 view; // normalized vector from the fragment to the eye
float3 normal; // normalized transformed normal, in world space
float3 geometricNormal; // normalized geometric normal, in world space
float3 reflected; // reflection of view about normal
float NoV; // dot(normal, view), always strictly >= MIN_N_DOT_V
#if defined(MATERIAL_HAS_BENT_NORMAL)
float3 bentNormal; // normalized transformed normal, in world space
#endif
#if defined(MATERIAL_HAS_CLEAR_COAT)
float3 clearCoatNormal; // normalized clear coat layer normal, in world space
#endif
float2 normalizedViewportCoord;
// These parameters are provided to inject Unity lighting into Filament data.
float attenuation;
float3 ambient;
float4 lightmapUV;
};
#endif // FILAMENT_COMMON_SHADING