Do actual domain resolution
[carveJwlIkooP6JGAAIwe30JlM.git] / shader_props.h
1 #pragma once
2 #include "vg/vg_platform.h"
3
4 struct shader_props_standard
5 {
6 u32 tex_diffuse;
7 };
8
9 struct shader_props_terrain
10 {
11 u32 tex_diffuse;
12 v2f blend_offset;
13 v4f sand_colour;
14 };
15
16 struct shader_props_vertex_blend
17 {
18 u32 tex_diffuse;
19 v2f blend_offset;
20 };
21
22 struct shader_props_water
23 {
24 v4f shore_colour;
25 v4f deep_colour;
26 f32 fog_scale;
27 f32 fresnel;
28 f32 water_sale;
29 v4f wave_speed;
30 };
31
32 struct shader_props_cubemapped
33 {
34 u32 tex_diffuse;
35 u32 cubemap_entity;
36 v4f tint;
37 };