Current textures

Current uniforms

Uniform details:

Name:

Type:

Size:

Value:
Auto bound by game engine





Mesh

Camera

Mesh movement

Blending

Blend options
Source factor RGB Source factor Alpha
Destination factor RGB Destination factor Alpha

Face culling

Z test

Depth mask

Directional Light

Rotation (Euler):

Color:

Intensity:

Ambient light (RGB)



*) 3D head (Lee Perry-Smith) (Creative Commons Attribution 3.0 Unported License)
Shader name:

About:

Predefined attributes

vec3 vertex: Vertex position in local space
vec4 color: Color information (if available)
vec2 uv1: Texture UV mapping 1
vec2 uv2: Texture UV mapping 2
vec3 normal: Vertex normals
vec4 tangent: Tangent (currently broken)

Predefined uniforms

mat4 _mvProj: Model view projection matrix
mat4 _mv: Model view matrix
mat3 _norm: Normal matrix
mat4 _proj: Projection matrix
float _time: total time
vec3 _ambient: Ambient light
vec3 _dLight.lDir: Directional light direction
vec3 _dLight.colInt: Color intensity
vec3 _dLight.halfV: half vector
#pragma include "filename": Include of predefined file

light.glsl

void getDirectionalLight(vec3 normal, mat3 dLight, float specularExponent, out vec3 diffuse, out float specular);
uniform mat3 _dLight;
uniform vec3 _ambient;