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35 lines
1.4 KiB
C#
35 lines
1.4 KiB
C#
namespace Robust.Client.Graphics.Clyde
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{
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internal sealed partial class Clyde
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{
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private static readonly (string, uint)[] BaseShaderAttribLocations =
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{
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("aPos", 0),
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("tCoord", 1),
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("tCoord2", 2),
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("modulate", 3)
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};
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private const int UniIModUV = 0;
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private const int UniIModelMatrix = 1;
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private const int UniITexturePixelSize = 2;
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private const int UniIMainTexture = 3;
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private const int UniILightTexture = 4;
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private const int UniCount = 5;
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private const string UniModUV = "modifyUV";
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private const string UniModelMatrix = "modelMatrix";
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private const string UniTexturePixelSize = "TEXTURE_PIXEL_SIZE";
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private const string UniMainTexture = "TEXTURE";
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private const string UniLightTexture = "lightMap"; // TODO CLYDE consistent shader variable naming
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private const string UniProjViewMatrices = "projectionViewMatrices";
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private const string UniUniformConstants = "uniformConstants";
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private const int BindingIndexProjView = 0;
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private const int BindingIndexUniformConstants = 1;
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// To be clear: You shouldn't change this. This just helps with understanding where Primitive Restart is being used.
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private const ushort PrimitiveRestartIndex = ushort.MaxValue;
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}
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}
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