Graphics Reference
In-Depth Information
vec4 position; // Ppli
vec4 halfVector; // Derived: Hi
vec3 spotDirection; // Sdli
float spotExponent; // Srli
float spotCutoff; // Crli
// (range: [0.0,90.0], 180.0)
float spotCosCutoff; // Derived: cos(Crli)
// (range: [1.0,0.0],-1.0)
float constantAttenuation; // K0
float linearAttenuation; // K1
float quadraticAttenuation; // K2
};
uniform gl_LightSourceParameters gl_LightSource
[gl_MaxLights];
struct gl_LightModelParameters
{
vec4 ambient; // Acs
};
uniform gl_LightModelParameters gl_LightModel;
Derived materials state. These states are products of the light and material
that are used for actual color computations:
struct gl_LightModelProducts
{
vec4 sceneColor; // Derived. Ecm + Acm * Acs
};
uniform gl_LightModelProducts gl_FrontLightModelProduct;
uniform gl_LightModelProducts gl_BackLightModelProduct;
struct gl_LightProducts
{
vec4 ambient; // Acm * Acli
vec4 diffuse; // Dcm * Dcli
vec4 specular; // Scm * Scli
};
uniform gl_LightProducts gl_FrontLightProduct
[gl_MaxLights];
uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];
Texture environment. This set of GLSL built-in uniform variables gives you
the colors that are produced by each texture unit and the coordinates of the
eye plane or object plane for eye-linear or object-linear textures, respectively.
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