uniform float g_Alpha; uniform vec3 g_Color; // Application time, starts with 0 uniform float g_Time; // Maps 24 hrs to [0, 1] uniform float g_Daytime; uniform vec2 g_TexelSize; uniform vec2 g_TexelSizeHalf; uniform mat4 g_ModelMatrix; uniform mat4 g_ViewProjectionMatrix; uniform mat4 g_ModelViewProjectionMatrix; uniform mat4 g_ModelViewProjectionMatrixInverse; uniform vec3 g_EyePosition; uniform vec3 g_ViewUp; uniform vec3 g_ViewRight; // Samplers that map to the textures[] array in the material uniform sampler2D g_Texture0; uniform sampler2D g_Texture1; uniform sampler2D g_Texture2; uniform sampler2D g_Texture3; uniform sampler2D g_Texture4; uniform sampler2D g_Texture5; uniform sampler2D g_Texture6; uniform sampler2D g_Texture7; // For sprite sheets (GIFs) uniform vec4 g_Texture0Rotation; uniform vec4 g_Texture1Rotation; uniform vec4 g_Texture2Rotation; uniform vec4 g_Texture3Rotation; uniform vec4 g_Texture4Rotation; uniform vec4 g_Texture5Rotation; uniform vec4 g_Texture6Rotation; uniform vec4 g_Texture7Rotation; uniform vec2 g_Texture0Translation; uniform vec2 g_Texture1Translation; uniform vec2 g_Texture2Translation; uniform vec2 g_Texture3Translation; uniform vec2 g_Texture4Translation; uniform vec2 g_Texture5Translation; uniform vec2 g_Texture6Translation; uniform vec2 g_Texture7Translation; uniform vec4 g_LightsColorRadius[4]; // color in XYZ, radius in W uniform vec3 g_LightsPosition[4]; uniform vec3 g_LightAmbientColor; uniform vec3 g_LightSkylightColor; // lower frequencies at lower indices uniform float g_AudioSpectrum16Left[16]; uniform float g_AudioSpectrum16Right[16]; uniform float g_AudioSpectrum32Left[32]; uniform float g_AudioSpectrum32Right[32]; uniform float g_AudioSpectrum64Left[64]; uniform float g_AudioSpectrum64Right[64]; // Normalized in UV space [0, 1] uniform vec2 g_PointerPosition;