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August 27, 2013 13:20
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<!DOCTYPE HTML PUBLIC | |
"-//W3C//DTD HTML 4.01 Transitional//EN" | |
"http://www.w3.org/TR/html4/loose.dtd"> | |
<html> | |
<body> | |
<h2>Uniforms</h2> | |
jME automatically defines and transmits the following uniforms for use in | |
shaders.<br> | |
Current versions of GLSL predefine equivalent uniforms, but these should not | |
be used since they are deprecated in GLSL 3.0, and are scheduled for | |
elimination in GLSL 4.0. | |
<table border="1" cellpadding="4" style="border-collapse: collapse"> | |
<tr> | |
<th>Type</th> | |
<th>Uniform</th> | |
<th>GLSL equivalent</th> | |
<th>Value</th> | |
</tr> | |
<tr> | |
<td>mat4</td> | |
<td>g_WorldMatrix</td> | |
<td>gl_WorldMatrix</td> | |
<td>Converts Model space to World space.</td> | |
</tr><tr> | |
<td>mat4</td> | |
<td>g_ViewMatrix</td> | |
<td>?</td> | |
<td>Converts World space to View space.</td> | |
</tr><tr> | |
<td>mat4</td> | |
<td>g_ProjectionMatrix</td> | |
<td>?</td> | |
<td>Converts View space to Clip/Projection space.</td> | |
</tr><tr> | |
<td>mat4</td> | |
<td>g_WorldViewMatrix</td> | |
<td>?</td> | |
<td>Converts Model space to View space.</td> | |
</tr><tr> | |
<td>mat3</td> | |
<td>g_NormalMatrix</td> | |
<td>?</td> | |
<td>The inverse transpose of the worldview matrix. Converts normals from model space to view space.</td> | |
</tr><tr> | |
<td>mat4</td> | |
<td>g_WorldViewProjectionMatrix</td> | |
<td>?</td> | |
<td>Converts Model space to Clip/Projection space.</td> | |
</tr><tr> | |
<td>mat4</td> | |
<td>g_ViewProjectionMatrix</td> | |
<td>?</td> | |
<td>Converts World space to Clip/Projection space.</td> | |
</tr><tr> | |
<td>mat3</td> | |
<td>g_WorldMatrixInverseTranspose</td> | |
<td>?</td> | |
<td>Converts a normals from Model space to world space.</td> | |
</tr><tr> | |
<td>mat4</td> | |
<td>g_WorldMatrixInverse</td> | |
<td>?</td> | |
<td>Converts World space to Model space.</td> | |
</tr><tr> | |
<td>mat4</td> | |
<td>g_ViewMatrixInverse</td> | |
<td>?</td> | |
<td>Converts View space to World space.</td> | |
</tr><tr> | |
<td>mat4</td> | |
<td>g_ProjectionMatrixInverse</td> | |
<td>?</td> | |
<td>Converts Clip/Projection space to View space.</td> | |
</tr><tr> | |
<td>mat4</td> | |
<td>g_ViewProjectionMatrixInverse</td> | |
<td>?</td> | |
<td>Converts Clip/Projection space to World space.</td> | |
</tr><tr> | |
<td>mat4</td> | |
<td>g_WorldViewMatrixInverse</td> | |
<td>?</td> | |
<td>Converts View space to Model space.</td> | |
</tr><tr> | |
<td>mat3</td> | |
<td>g_NormalMatrixInverse</td> | |
<td>?</td> | |
<td>Converts normals from view space to model space.</td> | |
</tr><tr> | |
<td>mat4</td> | |
<td>g_WorldViewProjectionMatrixInverse</td> | |
<td>?</td> | |
<td>Converts Clip/Projection space to Model space</td> | |
</tr><tr> | |
<td>vec4</td> | |
<td>g_ViewPort</td> | |
<td>?</td> | |
<td>Contains the four viewport parameters in this order: X = Left, Y = Top, Z = Right, W = Bottom.</td> | |
</tr><tr> | |
<td>vec2</td> | |
<td>g_FrustumNearFar</td> | |
<td>?</td> | |
<td>The near and far values for the camera frustum. X = Near, Y = Far.</td> | |
</tr><tr> | |
<td>vec2</td> | |
<td>g_Resolution</td> | |
<td>?</td> | |
<td>The width and height of the camera.</td> | |
</tr><tr> | |
<td>vec2</td> | |
<td>g_ResolutionInverse</td> | |
<td>?</td> | |
<td>The inverse of the resolution, 1/width and 1/height.</td> | |
</tr><tr> | |
<td>float</td> | |
<td>g_Aspect</td> | |
<td>?</td> | |
<td>Aspect ratio of the resolution currently set. Width/Height.</td> | |
</tr><tr> | |
<td>vec3</td> | |
<td>g_CameraPosition</td> | |
<td>?</td> | |
<td>Camera position in world space.</td> | |
</tr><tr> | |
<td>vec3</td> | |
<td>g_CameraDirection</td> | |
<td>?</td> | |
<td>Direction of the camera.</td> | |
</tr><tr> | |
<td>vec3</td> | |
<td>g_CameraLeft</td> | |
<td>?</td> | |
<td>Left vector of the camera.</td> | |
</tr><tr> | |
<td>vec3</td> | |
<td>g_CameraUp</td> | |
<td>?</td> | |
<td>Up vector of the camera.</td> | |
</tr><tr> | |
<td>float</td> | |
<td>g_Time</td> | |
<td>?</td> | |
<td>Time in seconds since the application was started.</td> | |
</tr><tr> | |
<td>float</td> | |
<td>g_Tpf</td> | |
<td>?</td> | |
<td>Time in seconds that the last frame took.</td> | |
</tr><tr> | |
<td>float</td> | |
<td>g_FrameRate</td> | |
<td>(no equivalent)</td> | |
<td>Frames per second.</td> | |
</tr> | |
</table> | |
</body> | |
</html> |
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