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Change light animation internal parameters layout

This commit is contained in:
Frederic Bouvier 2012-04-14 10:05:25 +02:00
parent ceba9bc96b
commit 1cdaafa20d
2 changed files with 18 additions and 18 deletions

View file

@ -65,38 +65,38 @@
<uniform> <uniform>
<name>LightPosition</name> <name>LightPosition</name>
<type>float-vec4</type> <type>float-vec4</type>
<value type="vec4d"><use>light-spot/position</use></value> <value type="vec4d"><use>position</use></value>
<positioned type="bool">true</positioned> <positioned type="bool">true</positioned>
</uniform> </uniform>
<uniform> <uniform>
<name>Ambient</name> <name>Ambient</name>
<type>float-vec4</type> <type>float-vec4</type>
<value type="vec4d"><use>light-spot/ambient</use></value> <value type="vec4d"><use>ambient</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>Diffuse</name> <name>Diffuse</name>
<type>float-vec4</type> <type>float-vec4</type>
<value type="vec4d"><use>light-spot/diffuse</use></value> <value type="vec4d"><use>diffuse</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>Specular</name> <name>Specular</name>
<type>float-vec4</type> <type>float-vec4</type>
<value type="vec4d"><use>light-spot/specular</use></value> <value type="vec4d"><use>specular</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>Attenuation</name> <name>Attenuation</name>
<type>float-vec3</type> <type>float-vec3</type>
<value type="vec3d"><use>light-spot/attenuation</use></value> <value type="vec3d"><use>attenuation</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>Near</name> <name>Near</name>
<type>float</type> <type>float</type>
<value type="float"><use>light-spot/near</use></value> <value type="float"><use>near</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>Far</name> <name>Far</name>
<type>float</type> <type>float</type>
<value type="float"><use>light-spot/far</use></value> <value type="float"><use>far</use></value>
</uniform> </uniform>
</pass> </pass>
</technique> </technique>

View file

@ -65,59 +65,59 @@
<uniform> <uniform>
<name>LightPosition</name> <name>LightPosition</name>
<type>float-vec4</type> <type>float-vec4</type>
<value type="vec4d"><use>light-spot/position</use></value> <value type="vec4d"><use>position</use></value>
<positioned type="bool">true</positioned> <positioned type="bool">true</positioned>
</uniform> </uniform>
<uniform> <uniform>
<name>LightDirection</name> <name>LightDirection</name>
<type>float-vec4</type> <type>float-vec4</type>
<value type="vec4d"><use>light-spot/direction</use></value> <value type="vec4d"><use>direction</use></value>
<positioned type="bool">true</positioned> <positioned type="bool">true</positioned>
</uniform> </uniform>
<uniform> <uniform>
<name>Ambient</name> <name>Ambient</name>
<type>float-vec4</type> <type>float-vec4</type>
<value type="vec4d"><use>light-spot/ambient</use></value> <value type="vec4d"><use>ambient</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>Diffuse</name> <name>Diffuse</name>
<type>float-vec4</type> <type>float-vec4</type>
<value type="vec4d"><use>light-spot/diffuse</use></value> <value type="vec4d"><use>diffuse</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>Specular</name> <name>Specular</name>
<type>float-vec4</type> <type>float-vec4</type>
<value type="vec4d"><use>light-spot/specular</use></value> <value type="vec4d"><use>specular</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>Attenuation</name> <name>Attenuation</name>
<type>float-vec3</type> <type>float-vec3</type>
<value type="vec3d"><use>light-spot/attenuation</use></value> <value type="vec3d"><use>attenuation</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>Exponent</name> <name>Exponent</name>
<type>float</type> <type>float</type>
<value type="float"><use>light-spot/exponent</use></value> <value type="float"><use>exponent</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>Cutoff</name> <name>Cutoff</name>
<type>float</type> <type>float</type>
<value type="float"><use>light-spot/cutoff</use></value> <value type="float"><use>cutoff</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>CosCutoff</name> <name>CosCutoff</name>
<type>float</type> <type>float</type>
<value type="float"><use>light-spot/cosCutoff</use></value> <value type="float"><use>cosCutoff</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>Near</name> <name>Near</name>
<type>float</type> <type>float</type>
<value type="float"><use>light-spot/near</use></value> <value type="float"><use>near</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>Far</name> <name>Far</name>
<type>float</type> <type>float</type>
<value type="float"><use>light-spot/far</use></value> <value type="float"><use>far</use></value>
</uniform> </uniform>
</pass> </pass>
</technique> </technique>