Shadow mapping base shader to render shadow maps.
int32_t uniformTextureAtlasSize
int32_t renderUniformLightLinearAttenuation
virtual void updateLight(Renderer *renderer, int contextIdx, int32_t lightId) override
Update light.
virtual void updateTextureMatrix(Renderer *renderer, int contextIdx) override
Update texture matrix.
virtual void updateMaterial(Renderer *renderer, int contextIdx) override
Update material.
int32_t renderUniformLightConstantAttenuation
int32_t renderUniformLightQuadraticAttenuation
virtual ~ShadowMapRenderShaderBaseImplementation()
Destructor.
int32_t uniformTextureUnit
virtual void setRenderLightId(int32_t lightId) override
Set light id.
int32_t renderUniformLightPosition
virtual void initialize() override
Init shadow mapping.
int32_t renderUniformMVPMatrix
int32_t renderUniformLightDirection
int32_t uniformDiffuseTextureMaskedTransparencyThreshold
int32_t renderUniformDepthBiasMVPMatrix
virtual bool isInitialized() override
int32_t renderGeometryShaderId
int32_t renderUniformTexturePixelHeight
virtual void bindTexture(Renderer *renderer, int contextIdx, int32_t textureId) override
Bind texture.
int32_t renderUniformLightSpotCosCutoff
int32_t renderUniformProjectionMatrix
ShadowMapRenderShaderBaseImplementation(Renderer *renderer)
Public constructor.
virtual void unUseProgram(int contextIdx) override
Un use shadow map render shader program.
virtual void useProgram(Engine *engine, int contextIdx) override
Use shadow map render shader program.
int32_t renderUniformMVMatrix
int32_t uniformDiffuseTextureUnit
int32_t uniformDiffuseTextureMaskedTransparency
int32_t renderUniformNormalMatrix
int32_t uniformDiffuseTextureAvailable
virtual void updateMatrices(int contextIdx) override
Update matrices.
int32_t renderUniformCameraMatrix
int32_t renderUniformTexturePixelWidth
int32_t uniformTextureAtlasPixelDimension
int32_t renderUniformShadowMapLookUps
int32_t uniformTextureMatrix
int32_t renderUniformModelTranslation
int32_t renderUniformLightSpotExponent
virtual void updateShaderParameters(Renderer *renderer, int contextIdx) override=0
Update shader parameters.
virtual void setDepthBiasMVPMatrix(int contextIdx, const Matrix4x4 &depthBiasMVPMatrix) override
Set up program depth bias mvp matrix.
int32_t renderUniformTime
Shadow mapping shader interface to render shadow map.