Enumerator |
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UNDEFINED |
An undefined constant usage.
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DIFFUSE_COLOR |
The 3 or 4 component diffuse color of a material surface.
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SPECULAR_COLOR |
The 3 or 4 component specular color of a material surface.
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AMBIENT_COLOR |
The 3 or 4 component ambient color of a material surface.
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REFLECTIVITY |
A scalar value between 0 and 1 that indicates how bright the material's specular highlight should be.
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PHONG_EXPONENT |
The scalar floating-point phong exponent for a material.
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INDEX_OF_REFRACTION |
The index of refraction of a material.
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MODEL_MATRIX |
The 4x4 transformation matrix from object space to world space.
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INVERSE_MODEL_MATRIX |
The 4x4 transformation matrix from object space to world space.
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VIEW_MATRIX |
The 4x4 transformation matrix from view to world space.
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INVERSE_VIEW_MATRIX |
The 4x4 transformation matrix from world to view space.
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MODEL_VIEW_MATRIX |
The 4x4 transformation matrix from object to world to view space.
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PROJECTION_MATRIX |
The 4x4 projection matrix for the current view.
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MODEL_VIEW_PROJECTION_MATRIX |
The modelview matrix multiplied by the projection matrix (P*Mv).
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MODEL_NORMAL_MATRIX |
The upper-left 3x3 section of the inverse of the transpose of the model matrix.
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MODEL_VIEW_NORMAL_MATRIX |
The upper-left 3x3 section of the inverse of the transpose of the model view matrix.
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BONE_MATRIX |
The 4x4 transformation matrix from bone to model-space.
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DIRECTIONAL_LIGHT_DIRECTION |
The 3d vector specifying the direction to a directional light in world space.
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DIRECTIONAL_LIGHT_VIEW_SPACE_DIRECTION |
The 3d vector specifying the direction to a directional light in view space.
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DIRECTIONAL_LIGHT_VIEW_SPACE_HALF_VECTOR |
The 3d vector specifying the direction of maximum highlights for a directional light in view space.
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DIRECTIONAL_LIGHT_COLOR |
The 3 or 4 component color of a directional light source.
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DIRECTIONAL_LIGHT_AMBIENT |
The scalar ambient contribution of a directional light source.
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DIRECTIONAL_LIGHT_SHADOW_MATRIX |
The 4x4 matrix transforming view-space positions into shadow map texture coordinate space for a directional light.
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DIRECTIONAL_LIGHT_CSM_MATRIX_0 |
The 4x4 matrix transforming view-space positions into texture coordinates for a directional light shadow map cascade.
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DIRECTIONAL_LIGHT_CSM_MATRIX_1 |
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DIRECTIONAL_LIGHT_CSM_MATRIX_2 |
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DIRECTIONAL_LIGHT_CSM_MATRIX_3 |
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DIRECTIONAL_LIGHT_CSM_MATRIX_4 |
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DIRECTIONAL_LIGHT_CSM_MATRIX_5 |
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DIRECTIONAL_LIGHT_CSM_MATRIX_6 |
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DIRECTIONAL_LIGHT_CSM_MATRIX_7 |
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DIRECTIONAL_LIGHT_SHADOW_MAP_SIZE |
A 2d vector specifying the horizontal and vertical resolution for a directional light shadow map.
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POINT_LIGHT_POSITION |
The 3d or 4d vector specifying the position of a point light in world space.
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POINT_LIGHT_VIEW_SPACE_POSITION |
The 3d or 4d vector specifying the position of a point light in view space.
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POINT_LIGHT_COLOR |
The 3 or 4 component color of a point light source.
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POINT_LIGHT_AMBIENT |
The scalar ambient contribution of a point light source.
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POINT_LIGHT_ATTENUATION |
The 3-component attenuation (constant,linear,quadratic) of a point light source.
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POINT_LIGHT_SHADOW_CUBE_PROJECTION_MATRIX |
The 4x4 projection matrix for each of the faces of a point light cube shadow map.
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SPOT_LIGHT_POSITION |
The 3d or 4d vector specifying the position of a spot light in world space.
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SPOT_LIGHT_VIEW_SPACE_POSITION |
The 3d or 4d vector specifying the position of a spot light in view space.
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SPOT_LIGHT_DIRECTION |
The 3d vector specifying the direction of a spot light in world space.
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SPOT_LIGHT_VIEW_SPACE_DIRECTION |
The 3d vector specifying the direction of a light in view space.
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SPOT_LIGHT_CUTOFF |
The scalar spot cutoff angle in radians of a spot light.
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SPOT_LIGHT_COSINE_CUTOFF |
The cosine of the scalar spot cutoff angle of a spot light.
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SPOT_LIGHT_FALLOFF |
The the scalar spot falloff angle of a spot light.
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SPOT_LIGHT_COSINE_FALLOFF |
The cosine of the scalar spot falloff angle of a spot light.
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SPOT_LIGHT_EXPONENT |
The scalar falloff of the spot light from the light's direction.
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SPOT_LIGHT_COLOR |
The 3 or 4 component color of a spot light source.
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SPOT_LIGHT_AMBIENT |
The scalar ambient contribution of a point light source.
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SPOT_LIGHT_ATTENUATION |
The 3-component attenuation (constant,linear,quadratic) of a spot light source.
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SPOT_LIGHT_SHADOW_MATRIX |
The 4x4 matrix transforming view-space positions into shadow map texture coordinate space for a spot light.
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SPOT_LIGHT_SHADOW_MAP_SIZE |
A 2d vector specifying the horizontal and vertical resolution for a spot light shadow map.
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SHADOW_DEPTH_BIAS |
A factor by which the depth should be scaled when rendering a shadow map.
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GUI_BACKGROUND_COLOR |
The 3 or 4 component background color for a GUI object.
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GUI_BORDER_COLOR |
The 3 or 4 component border color for a GUI object.
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GUI_BORDER_RADIUS |
The scalar radius of the border bevels for a GUI object.
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GUI_BORDER_WIDTH |
The scalar width of the border line for a GUI object.
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GUI_IMAGE_COLOR |
The 3 or 4 component color that is used to shade (multiply) images displayed in a GUI.
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GUI_TEXT_COLOR |
The 3 or 4 component color to use for rendering text in a GUI.
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GUI_TEXT_OUTLINE_COLOR |
The 3 or 4 component color to use for rendering text outlines in a GUI.
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GUI_SELECTION_COLOR |
The 3 or 4 component color to use for rendering selected areas in a GUI.
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GUI_SHADOW_COLOR |
The 3 or 4 component color to use for rendering shadows in a GUI.
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GUI_SHADOW_VECTOR |
A 2D or 3D vector that indicates the shadow offset direction and distance.
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GUI_PIXEL_SIZE |
The size of a rendered pixel in the local coordinate space of a GUI object.
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SOUND_REFLECTIVITY |
The fraction of sound that hits a surface that is reflected, per frequency.
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SOUND_SCATTERING |
The fraction of reflected sound that hits a surface that is scattered, per frequency.
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SOUND_TRANSMISSION |
The fraction of sound that is not reflected that is transmitted through the material, per frequency.
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