M3D / M3D / Render / ShaderParameterName
Enumeration: ShaderParameterName
M3D.Render.ShaderParameterName
Memberof
M3D.Render
Description
着色器参数枚举
Table of contents
Enumeration Members
- ALPHA
- AMBIENT_LIGHT_COLOR
- AO_MAP
- AO_MAP_INTENSITY
- ASPECTRATIO
- BACK_CUBE_TEXTURE
- BACK_TEXTURE
- BLENDSTATE
- BOX_FAR
- BOX_MAX
- BOX_MIN
- BOX_NEAR
- CAMERAOFFSET
- CAMERA_FAR
- CAMERA_NEAR
- CAMERA_POSITION
- CENTER
- CLEARCOAT
- CLEARCOATROUGHNESS
- COLLAPSE_COLOR
- CONTRAST
- CUBE_MAP_WORLD_POSITION
- DEPTHTESTSTATE
- DEPTH_MAP
- DIAMOND_BLEND
- DIAMOND_DEPTH
- DIFFUSE
- DIFFUSE_TEXTURE
- DISPLACEMENT_BIAS
- DISPLACEMENT_MAP
- DISPLACEMENT_SCALE
- DISTANCE_MAX
- DISTANCE_MIN
- EDGEFALOFF
- EMISSIVE
- EMISSIVE_MAP
- ENV_DIFFUSE_TEXTURE
- ENV_MAP_INTENSITY
- ENV_TEXTURE
- FIRST_MODEL_COLOR
- FRONT_CUBE_TEXTURE
- FRONT_INFO_MAP
- FRONT_TEXTURE
- FSP_AMBIENT
- FSP_CAMERA_IS_ORTHOGRAPHIC
- FSP_CLIPPLANE
- FSP_DEPTHMAP0
- FSP_DEPTHMAP1
- FSP_DIFFUSE
- FSP_EDGEDETEC
- FSP_ENABLECLIP
- FSP_ENABLELIGHTS
- FSP_ENABLE_ONLY_WRIEFRAME
- FSP_ENABLE_WRIEFRAME
- FSP_FRESNEL0
- FSP_IS_SHOW_COMPAR_COLOR
- FSP_IS_SHOW_FIRST_COLOR
- FSP_IS_SHOW_SECOND_COLOR
- FSP_LIGHTMODEL_AMBIENT
- FSP_LIGHT_0_AMBIENT
- FSP_LIGHT_0_CONST_ATTENUATION
- FSP_LIGHT_0_DIFFUSE
- FSP_LIGHT_0_INTENSITY
- FSP_LIGHT_0_LINEAR_ATTENUATION
- FSP_LIGHT_0_POSITION
- FSP_LIGHT_0_QUAD_ATTENUATION
- FSP_LIGHT_0_SPECULAR
- FSP_LIGHT_0_SPOT_COSCUTOFF
- FSP_LIGHT_0_SPOT_CUTOFF
- FSP_LIGHT_0_SPOT_DIRECTION
- FSP_LIGHT_0_SPOT_EXPONENT
- FSP_LIGHT_1_AMBIENT
- FSP_LIGHT_1_CONST_ATTENUATION
- FSP_LIGHT_1_DIFFUSE
- FSP_LIGHT_1_INTENSITY
- FSP_LIGHT_1_LINEAR_ATTENUATION
- FSP_LIGHT_1_POSITION
- FSP_LIGHT_1_QUAD_ATTENUATION
- FSP_LIGHT_1_SPECULAR
- FSP_LIGHT_1_SPOT_COSCUTOFF
- FSP_LIGHT_1_SPOT_CUTOFF
- FSP_LIGHT_1_SPOT_DIRECTION
- FSP_LIGHT_1_SPOT_EXPONENT
- FSP_MATERIAL_AMBIENT
- FSP_MATERIAL_DIFFUSE
- FSP_MATERIAL_EMISSION
- FSP_MATERIAL_SHININESS
- FSP_MATERIAL_SPECULAR
- FSP_NORMALMAP
- FSP_PARAM_THRESHOLD
- FSP_PARAM_USEEDGE
- FSP_POINT_SIZE
- FSP_REVERSECLIP
- FSP_ROUGHNESS
- FSP_SAMPLER0
- FSP_SAMPLER1
- FSP_SAMPLER2
- FSP_SAMPLER3
- FSP_SAMPLERCUBE0
- FSP_SELECTCOLOR
- FSP_SHADOW_LIGHTPOS
- FSP_SHININESS
- FSP_SPECULAR
- FSP_USEAMBIENTTEX
- FSP_USECUBEMAPTEX
- FSP_USEDIFFUSETEX
- FSP_USEMINDEPTH
- FSP_USETEX
- FSP_ZBUFFERPARAMS
- GAMMA
- HEIGHT
- HIGHLIGHT_TEXTURE
- HORIZONTAL
- IMAGE
- INDEX
- ISMIRROR
- ISPERSPECTIVE
- IS_SHOW_COMMON
- JEWEL_BLEND
- JEWEL_DEPTH
- KEEP_DIRECTION
- KERNEL
- LENGTH
- LUT
- MATCAP_MAP
- METALLIC_ROUGHNESS_TEXTURE
- METALNESS
- MIRRORMAT
- MIRROR_TEXTURE
- MIX_FACTOR
- MODEL
- MODEL_MATRIX
- MVPMATRIX_FROM_LIGHT
- NOISE_X
- NOISE_Y
- NORMAL_MAP
- NORMAL_MAP_SCALE
- NORMAL_MATRIX
- OFFSET
- OPACITY
- OUTLINE_WIDTH
- POWER
- PROJECTIONMAT
- PROJECTIONMATI
- PROJECTION_MATRIX
- RADIUS
- REFOUT_TEXTURE
- RING_COLOR
- RING_DEPTH
- ROUGHNESS
- SCREEN_SIZE
- SECOND_MODEL_COLOR
- SHADOWMAT
- SHADOW_TEXTURE
- SHADOW_X_PIXEL_OFFSET
- SHADOW_Y_PIXEL_OFFSET
- SHININESS
- SPECULAR
- SPECULAR_MAP
- SPOT_LIGHT_0_COLOR
- SPOT_LIGHT_0_CONECOS
- SPOT_LIGHT_0_DECAY
- SPOT_LIGHT_0_DIRECTION
- SPOT_LIGHT_0_DISTANCE
- SPOT_LIGHT_0_PENUMBRACOS
- SPOT_LIGHT_0_POSITION
- SPOT_LIGHT_0_SHADOW
- SSAO_BIAS
- SSAO_INPUT
- SSAO_MAP
- SSAO_RADIUS
- TEXEL_SIZE
- TEXTURE_SIZE
- TEX_OFFSET
- TEX_SIZE
- TOLERANCE
- TONE_MAPPING_EXPOSURE
- TRIANGLE_MAP
- USE_BACK_CUBE_TEXTURE
- USE_BACK_TEXTURE
- USE_DUMP_MAP
- USE_FRONT_CUBE_TEXTURE
- USE_FRONT_TEXTURE
- USE_HIGHLIGHT_TEXTURE
- USE_MIN_DEPTH
- USE_SSAO
- USE_TRIANGLE_MAP
- UV_TRANSFORM_MATRIX
- VIEWVALUE
- VIEW_MATRIX
- VSP_BAIS
- VSP_CENTER
- VSP_COLOR
- VSP_EYEPOSITION
- VSP_LIGHTMAT
- VSP_LIGHTPOSITION
- VSP_LIGHTPROJECT
- VSP_LIGHT_NORMALMAT
- VSP_MODELMAT
- VSP_MODELVIEWMAT
- VSP_MVPMAT
- VSP_NORMAL
- VSP_NORMALMAT
- VSP_POSITION
- VSP_PROJECTIONMAT
- VSP_TEXCOORDS
- VSP_TEXTUREMAT
- VSP_UCOLOR
- VSP_VIEWMAT
Enumeration Members
ALPHA
• ALPHA = "alpha"
AMBIENT_LIGHT_COLOR
• AMBIENT_LIGHT_COLOR = "ambientLightColor"
AO_MAP
• AO_MAP = "aoMap"
AO_MAP_INTENSITY
• AO_MAP_INTENSITY = "aoMapIntensity"
ASPECTRATIO
• ASPECTRATIO = "gAspectRatio"
BACK_CUBE_TEXTURE
• BACK_CUBE_TEXTURE = "backCubeTexture"
BACK_TEXTURE
• BACK_TEXTURE = "backTexture"
BLENDSTATE
• BLENDSTATE = "blendState"
BOX_FAR
• BOX_FAR = "gBoxFar"
BOX_MAX
• BOX_MAX = "boxMax"
BOX_MIN
• BOX_MIN = "boxMin"
BOX_NEAR
• BOX_NEAR = "gBoxNear"
CAMERAOFFSET
• CAMERAOFFSET = "gCameraOffset"
CAMERA_FAR
• CAMERA_FAR = "gCameraFar"
CAMERA_NEAR
• CAMERA_NEAR = "gCameraNear"
CAMERA_POSITION
• CAMERA_POSITION = "cameraPosition"
CENTER
• CENTER = "center"
CLEARCOAT
• CLEARCOAT = "clearCoat"
CLEARCOATROUGHNESS
• CLEARCOATROUGHNESS = "clearCoatRoughness"
COLLAPSE_COLOR
• COLLAPSE_COLOR = "u_collapseColor"
CONTRAST
• CONTRAST = "gContrast"
CUBE_MAP_WORLD_POSITION
• CUBE_MAP_WORLD_POSITION = "cubeMapWorldPosition"
DEPTHTESTSTATE
• DEPTHTESTSTATE = "depthTestState"
DEPTH_MAP
• DEPTH_MAP = "depthMap"
DIAMOND_BLEND
• DIAMOND_BLEND = "u_diamondDlend"
DIAMOND_DEPTH
• DIAMOND_DEPTH = "u_diamondDepth"
DIFFUSE
• DIFFUSE = "diffuse"
DIFFUSE_TEXTURE
• DIFFUSE_TEXTURE = "diffuseTexture"
DISPLACEMENT_BIAS
• DISPLACEMENT_BIAS = "displacementBias"
DISPLACEMENT_MAP
• DISPLACEMENT_MAP = "displacementMap"
DISPLACEMENT_SCALE
• DISPLACEMENT_SCALE = "displacementScale"
DISTANCE_MAX
• DISTANCE_MAX = "gDistanceMax"
DISTANCE_MIN
• DISTANCE_MIN = "gDistanceMin"
EDGEFALOFF
• EDGEFALOFF = "edgefalloff"
EMISSIVE
• EMISSIVE = "emissive"
EMISSIVE_MAP
• EMISSIVE_MAP = "emissiveMap"
ENV_DIFFUSE_TEXTURE
• ENV_DIFFUSE_TEXTURE = "envDiffuseTexture"
ENV_MAP_INTENSITY
• ENV_MAP_INTENSITY = "envMapIntensity"
ENV_TEXTURE
• ENV_TEXTURE = "envTexture"
FIRST_MODEL_COLOR
• FIRST_MODEL_COLOR = "u_firstModelColor"
FRONT_CUBE_TEXTURE
• FRONT_CUBE_TEXTURE = "frontCubeTexture"
FRONT_INFO_MAP
• FRONT_INFO_MAP = "frontInfoMap"
FRONT_TEXTURE
• FRONT_TEXTURE = "frontTexture"
FSP_AMBIENT
• FSP_AMBIENT = "u_ambient"
FSP_CAMERA_IS_ORTHOGRAPHIC
• FSP_CAMERA_IS_ORTHOGRAPHIC = "u_isOrthographic"
FSP_CLIPPLANE
• FSP_CLIPPLANE = "u_clipPlanes"
FSP_DEPTHMAP0
• FSP_DEPTHMAP0 = "u_depthMap0"
FSP_DEPTHMAP1
• FSP_DEPTHMAP1 = "u_depthMap1"
FSP_DIFFUSE
• FSP_DIFFUSE = "u_diffuse"
FSP_EDGEDETEC
• FSP_EDGEDETEC = "u_edgeDetecColor"
FSP_ENABLECLIP
• FSP_ENABLECLIP = "u_enableClips"
FSP_ENABLELIGHTS
• FSP_ENABLELIGHTS = "u_enbleLights"
FSP_ENABLE_ONLY_WRIEFRAME
• FSP_ENABLE_ONLY_WRIEFRAME = "u_enableOnlyWireframe"
FSP_ENABLE_WRIEFRAME
• FSP_ENABLE_WRIEFRAME = "u_enableWireframe"
FSP_FRESNEL0
• FSP_FRESNEL0 = "u_fresnel0"
FSP_IS_SHOW_COMPAR_COLOR
• FSP_IS_SHOW_COMPAR_COLOR = "u_isShowCompareColor"
FSP_IS_SHOW_FIRST_COLOR
• FSP_IS_SHOW_FIRST_COLOR = "u_isShowFirstColor"
FSP_IS_SHOW_SECOND_COLOR
• FSP_IS_SHOW_SECOND_COLOR = "u_isShowSecondColor"
FSP_LIGHTMODEL_AMBIENT
• FSP_LIGHTMODEL_AMBIENT = "u_lightModel.ambient"
FSP_LIGHT_0_AMBIENT
• FSP_LIGHT_0_AMBIENT = "u_lights[0].ambient"
FSP_LIGHT_0_CONST_ATTENUATION
• FSP_LIGHT_0_CONST_ATTENUATION = "u_lights[0].constant"
FSP_LIGHT_0_DIFFUSE
• FSP_LIGHT_0_DIFFUSE = "u_lights[0].diffuse"
FSP_LIGHT_0_INTENSITY
• FSP_LIGHT_0_INTENSITY = "u_lights[0].intensity"
FSP_LIGHT_0_LINEAR_ATTENUATION
• FSP_LIGHT_0_LINEAR_ATTENUATION = "u_lights[0].linear"
FSP_LIGHT_0_POSITION
• FSP_LIGHT_0_POSITION = "u_lights[0].position"
FSP_LIGHT_0_QUAD_ATTENUATION
• FSP_LIGHT_0_QUAD_ATTENUATION = "u_lights[0].quadratic"
FSP_LIGHT_0_SPECULAR
• FSP_LIGHT_0_SPECULAR = "u_lights[0].specular"
FSP_LIGHT_0_SPOT_COSCUTOFF
• FSP_LIGHT_0_SPOT_COSCUTOFF = "u_lights[0].spotCosCutoff"
FSP_LIGHT_0_SPOT_CUTOFF
• FSP_LIGHT_0_SPOT_CUTOFF = "u_lights[0].spotCutoff"
FSP_LIGHT_0_SPOT_DIRECTION
• FSP_LIGHT_0_SPOT_DIRECTION = "u_lights[0].spotDirection"
FSP_LIGHT_0_SPOT_EXPONENT
• FSP_LIGHT_0_SPOT_EXPONENT = "u_lights[0].spotExponent"
FSP_LIGHT_1_AMBIENT
• FSP_LIGHT_1_AMBIENT = "u_lights[1].ambient"
FSP_LIGHT_1_CONST_ATTENUATION
• FSP_LIGHT_1_CONST_ATTENUATION = "u_lights[1].constant"
FSP_LIGHT_1_DIFFUSE
• FSP_LIGHT_1_DIFFUSE = "u_lights[1].diffuse"
FSP_LIGHT_1_INTENSITY
• FSP_LIGHT_1_INTENSITY = "u_lights[1].intensity"
FSP_LIGHT_1_LINEAR_ATTENUATION
• FSP_LIGHT_1_LINEAR_ATTENUATION = "u_lights[1].linear"
FSP_LIGHT_1_POSITION
• FSP_LIGHT_1_POSITION = "u_lights[1].position"
FSP_LIGHT_1_QUAD_ATTENUATION
• FSP_LIGHT_1_QUAD_ATTENUATION = "u_lights[1].quadratic"
FSP_LIGHT_1_SPECULAR
• FSP_LIGHT_1_SPECULAR = "u_lights[1].specular"
FSP_LIGHT_1_SPOT_COSCUTOFF
• FSP_LIGHT_1_SPOT_COSCUTOFF = "u_lights[1].spotCosCutoff"
FSP_LIGHT_1_SPOT_CUTOFF
• FSP_LIGHT_1_SPOT_CUTOFF = "u_lights[1].spotCutoff"
FSP_LIGHT_1_SPOT_DIRECTION
• FSP_LIGHT_1_SPOT_DIRECTION = "u_lights[1].spotDirection"
FSP_LIGHT_1_SPOT_EXPONENT
• FSP_LIGHT_1_SPOT_EXPONENT = "u_lights[1].spotExponent"
FSP_MATERIAL_AMBIENT
• FSP_MATERIAL_AMBIENT = "u_materials.ambient"
FSP_MATERIAL_DIFFUSE
• FSP_MATERIAL_DIFFUSE = "u_materials.diffuse"
FSP_MATERIAL_EMISSION
• FSP_MATERIAL_EMISSION = "u_materials.emission"
FSP_MATERIAL_SHININESS
• FSP_MATERIAL_SHININESS = "u_materials.shininess"
FSP_MATERIAL_SPECULAR
• FSP_MATERIAL_SPECULAR = "u_materials.specular"
FSP_NORMALMAP
• FSP_NORMALMAP = "u_normalMap"
FSP_PARAM_THRESHOLD
• FSP_PARAM_THRESHOLD = "u_threshold"
FSP_PARAM_USEEDGE
• FSP_PARAM_USEEDGE = "u_useEdge"
FSP_POINT_SIZE
• FSP_POINT_SIZE = "u_pointSize"
FSP_REVERSECLIP
• FSP_REVERSECLIP = "u_reverseClip"
FSP_ROUGHNESS
• FSP_ROUGHNESS = "u_roughness"
FSP_SAMPLER0
• FSP_SAMPLER0 = "u_sampler0"
FSP_SAMPLER1
• FSP_SAMPLER1 = "u_sampler1"
FSP_SAMPLER2
• FSP_SAMPLER2 = "u_sampler2"
FSP_SAMPLER3
• FSP_SAMPLER3 = "u_sampler3"
FSP_SAMPLERCUBE0
• FSP_SAMPLERCUBE0 = "u_samplerCube0"
FSP_SELECTCOLOR
• FSP_SELECTCOLOR = "u_selectColor"
FSP_SHADOW_LIGHTPOS
• FSP_SHADOW_LIGHTPOS = "u_shadowLPos"
FSP_SHININESS
• FSP_SHININESS = "u_shininess"
FSP_SPECULAR
• FSP_SPECULAR = "u_specular"
FSP_USEAMBIENTTEX
• FSP_USEAMBIENTTEX = "u_useAmbientTex"
FSP_USECUBEMAPTEX
• FSP_USECUBEMAPTEX = "u_useCubeMapTex"
FSP_USEDIFFUSETEX
• FSP_USEDIFFUSETEX = "u_useDiffuseTex"
FSP_USEMINDEPTH
• FSP_USEMINDEPTH = "u_useMinDepth"
FSP_USETEX
• FSP_USETEX = "u_useTex"
FSP_ZBUFFERPARAMS
• FSP_ZBUFFERPARAMS = "u_zbufferParams"
GAMMA
• GAMMA = "gamma"
HEIGHT
• HEIGHT = "height"
HIGHLIGHT_TEXTURE
• HIGHLIGHT_TEXTURE = "highlightTexture"
HORIZONTAL
• HORIZONTAL = "horizontal"
IMAGE
• IMAGE = "image"
INDEX
• INDEX = "index"
ISMIRROR
• ISMIRROR = "isMirror"
ISPERSPECTIVE
• ISPERSPECTIVE = "gIsPerspective"
IS_SHOW_COMMON
• IS_SHOW_COMMON = "u_isShowCommon"
JEWEL_BLEND
• JEWEL_BLEND = "u_jewelDlend"
JEWEL_DEPTH
• JEWEL_DEPTH = "u_jewelDepth"
KEEP_DIRECTION
• KEEP_DIRECTION = "u_keepDirection"
KERNEL
• KERNEL = "gKernel"
LENGTH
• LENGTH = "length"
LUT
• LUT = "lut"
MATCAP_MAP
• MATCAP_MAP = "matcapMap"
METALLIC_ROUGHNESS_TEXTURE
• METALLIC_ROUGHNESS_TEXTURE = "metallicRoughnessTexture"
METALNESS
• METALNESS = "metalness"
MIRRORMAT
• MIRRORMAT = "u_mirrorMat"
MIRROR_TEXTURE
• MIRROR_TEXTURE = "mirrorTexture"
MIX_FACTOR
• MIX_FACTOR = "mixFactor"
MODEL
• MODEL = "model"
MODEL_MATRIX
• MODEL_MATRIX = "modelMatrix"
MVPMATRIX_FROM_LIGHT
• MVPMATRIX_FROM_LIGHT = "u_MvpMatrixFromLight"
NOISE_X
• NOISE_X = "NoiseX"
NOISE_Y
• NOISE_Y = "NoiseY"
NORMAL_MAP
• NORMAL_MAP = "normalMap"
NORMAL_MAP_SCALE
• NORMAL_MAP_SCALE = "normalScale"
NORMAL_MATRIX
• NORMAL_MATRIX = "normalMatrix"
OFFSET
• OFFSET = "offset"
OPACITY
• OPACITY = "opacity"
OUTLINE_WIDTH
• OUTLINE_WIDTH = "outlineWidth"
POWER
• POWER = "gPower"
PROJECTIONMAT
• PROJECTIONMAT = "gProjectionMat"
PROJECTIONMATI
• PROJECTIONMATI = "gProjectionMatI"
PROJECTION_MATRIX
• PROJECTION_MATRIX = "projectionMatrix"
RADIUS
• RADIUS = "radius"
REFOUT_TEXTURE
• REFOUT_TEXTURE = "refoutTexture"
RING_COLOR
• RING_COLOR = "u_ringColor"
RING_DEPTH
• RING_DEPTH = "u_ringDepth"
ROUGHNESS
• ROUGHNESS = "roughness"
SCREEN_SIZE
• SCREEN_SIZE = "screenSize"
SECOND_MODEL_COLOR
• SECOND_MODEL_COLOR = "u_secondModelColor"
SHADOWMAT
• SHADOWMAT = "u_shadowMat"
SHADOW_TEXTURE
• SHADOW_TEXTURE = "shadowTexture"
SHADOW_X_PIXEL_OFFSET
• SHADOW_X_PIXEL_OFFSET = "u_xPixelOffset"
SHADOW_Y_PIXEL_OFFSET
• SHADOW_Y_PIXEL_OFFSET = "u_yPixelOffset"
SHININESS
• SHININESS = "shininess"
SPECULAR
• SPECULAR = "specular"
SPECULAR_MAP
• SPECULAR_MAP = "specularMap"
SPOT_LIGHT_0_COLOR
• SPOT_LIGHT_0_COLOR = "spotLights[0].color"
SPOT_LIGHT_0_CONECOS
• SPOT_LIGHT_0_CONECOS = "spotLights[0].coneCos"
SPOT_LIGHT_0_DECAY
• SPOT_LIGHT_0_DECAY = "spotLights[0].decay"
SPOT_LIGHT_0_DIRECTION
• SPOT_LIGHT_0_DIRECTION = "spotLights[0].direction"
SPOT_LIGHT_0_DISTANCE
• SPOT_LIGHT_0_DISTANCE = "spotLights[0].distance"
SPOT_LIGHT_0_PENUMBRACOS
• SPOT_LIGHT_0_PENUMBRACOS = "spotLights[0].penumbraCos"
SPOT_LIGHT_0_POSITION
• SPOT_LIGHT_0_POSITION = "spotLights[0].position"
SPOT_LIGHT_0_SHADOW
• SPOT_LIGHT_0_SHADOW = "spotLights[0].shadow"
SSAO_BIAS
• SSAO_BIAS = "gBias"
SSAO_INPUT
• SSAO_INPUT = "ssaoInput"
SSAO_MAP
• SSAO_MAP = "ssaoMap"
SSAO_RADIUS
• SSAO_RADIUS = "gRadius"
TEXEL_SIZE
• TEXEL_SIZE = "texelSize"
TEXTURE_SIZE
• TEXTURE_SIZE = "u_textureSize"
TEX_OFFSET
• TEX_OFFSET = "tex_offset"
TEX_SIZE
• TEX_SIZE = "texSize"
TOLERANCE
• TOLERANCE = "u_tolerance"
TONE_MAPPING_EXPOSURE
• TONE_MAPPING_EXPOSURE = "toneMappingExposure"
TRIANGLE_MAP
• TRIANGLE_MAP = "triangleTexture"
USE_BACK_CUBE_TEXTURE
• USE_BACK_CUBE_TEXTURE = "u_useBackCubeTexture"
USE_BACK_TEXTURE
• USE_BACK_TEXTURE = "u_useBackTexture"
USE_DUMP_MAP
• USE_DUMP_MAP = "u_useBumpMap"
USE_FRONT_CUBE_TEXTURE
• USE_FRONT_CUBE_TEXTURE = "u_useFrontCubeTexture"
USE_FRONT_TEXTURE
• USE_FRONT_TEXTURE = "u_useFrontTexture"
USE_HIGHLIGHT_TEXTURE
• USE_HIGHLIGHT_TEXTURE = "u_useHighlightTexture"
USE_MIN_DEPTH
• USE_MIN_DEPTH = "u_useMinDepth"
USE_SSAO
• USE_SSAO = "useSSAO"
USE_TRIANGLE_MAP
• USE_TRIANGLE_MAP = "u_useTriangleMap"
UV_TRANSFORM_MATRIX
• UV_TRANSFORM_MATRIX = "uvTransform"
VIEWVALUE
• VIEWVALUE = "gViewValue"
VIEW_MATRIX
• VIEW_MATRIX = "viewMatrix"
VSP_BAIS
• VSP_BAIS = "u_bais"
VSP_CENTER
• VSP_CENTER = "a_center"
VSP_COLOR
• VSP_COLOR = "a_color"
VSP_EYEPOSITION
• VSP_EYEPOSITION = "u_eyePosition"
VSP_LIGHTMAT
• VSP_LIGHTMAT = "u_lightMat"
VSP_LIGHTPOSITION
• VSP_LIGHTPOSITION = "u_lightPosition"
VSP_LIGHTPROJECT
• VSP_LIGHTPROJECT = "u_lightProject"
VSP_LIGHT_NORMALMAT
• VSP_LIGHT_NORMALMAT = "u_lightNormalMat"
VSP_MODELMAT
• VSP_MODELMAT = "u_modelMat"
VSP_MODELVIEWMAT
• VSP_MODELVIEWMAT = "u_modelViewMat"
VSP_MVPMAT
• VSP_MVPMAT = "u_MVPMat"
VSP_NORMAL
• VSP_NORMAL = "a_normal"
VSP_NORMALMAT
• VSP_NORMALMAT = "u_normalMat"
VSP_POSITION
• VSP_POSITION = "a_position"
VSP_PROJECTIONMAT
• VSP_PROJECTIONMAT = "u_projectionMat"
VSP_TEXCOORDS
• VSP_TEXCOORDS = "a_texCoords"
VSP_TEXTUREMAT
• VSP_TEXTUREMAT = "u_textureMat"
VSP_UCOLOR
• VSP_UCOLOR = "u_color"
VSP_VIEWMAT
• VSP_VIEWMAT = "u_viewMat"