◆ AMBIENT_LIGHT_COLOR
| standard.ShaderUniformVariable.AMBIENT_LIGHT_COLOR = auto() |
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◆ AMBIENT_LIGHT_STRENGTH
| standard.ShaderUniformVariable.AMBIENT_LIGHT_STRENGTH = auto() |
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◆ ASPECT_RATIO
| standard.ShaderUniformVariable.ASPECT_RATIO = auto() |
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◆ BONE_ANIMATION_TRANSFORMS
| standard.ShaderUniformVariable.BONE_ANIMATION_TRANSFORMS = auto() |
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◆ CAMERA_POSITION
| standard.ShaderUniformVariable.CAMERA_POSITION = auto() |
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◆ CAMERA_TO_CLIP
| standard.ShaderUniformVariable.CAMERA_TO_CLIP = auto() |
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◆ CHARACTER_WIDTH
| standard.ShaderUniformVariable.CHARACTER_WIDTH = auto() |
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◆ COLOR
| standard.ShaderUniformVariable.COLOR = auto() |
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◆ COLOR_TEXTURE
| standard.ShaderUniformVariable.COLOR_TEXTURE = auto() |
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◆ DIFFUSE_LIGHT_POSITION
| standard.ShaderUniformVariable.DIFFUSE_LIGHT_POSITION = auto() |
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◆ DIR_LIGHT
| standard.ShaderUniformVariable.DIR_LIGHT = auto() |
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◆ DIRLIGHT_STRUCT_AMBIENT
| standard.ShaderUniformVariable.DIRLIGHT_STRUCT_AMBIENT = auto() |
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◆ DIRLIGHT_STRUCT_CONSTANT
| standard.ShaderUniformVariable.DIRLIGHT_STRUCT_CONSTANT = auto() |
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◆ DIRLIGHT_STRUCT_DIFFUSE
| standard.ShaderUniformVariable.DIRLIGHT_STRUCT_DIFFUSE = auto() |
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◆ DIRLIGHT_STRUCT_DIRECTION
| standard.ShaderUniformVariable.DIRLIGHT_STRUCT_DIRECTION = auto() |
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◆ DIRLIGHT_STRUCT_LINEAR
| standard.ShaderUniformVariable.DIRLIGHT_STRUCT_LINEAR = auto() |
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◆ DIRLIGHT_STRUCT_QUADRATIC
| standard.ShaderUniformVariable.DIRLIGHT_STRUCT_QUADRATIC = auto() |
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◆ DIRLIGHT_STRUCT_SPECULAR
| standard.ShaderUniformVariable.DIRLIGHT_STRUCT_SPECULAR = auto() |
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◆ EDGE_TRANSITION_WIDTH
| standard.ShaderUniformVariable.EDGE_TRANSITION_WIDTH = auto() |
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◆ ID_OF_BONE_TO_VISUALIZE
| standard.ShaderUniformVariable.ID_OF_BONE_TO_VISUALIZE = auto() |
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◆ LIGHT_POSITION
| standard.ShaderUniformVariable.LIGHT_POSITION = auto() |
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◆ LIGHT_SPACE_DEPTH_MAP
| standard.ShaderUniformVariable.LIGHT_SPACE_DEPTH_MAP = auto() |
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◆ LOCAL_TO_WORLD
| standard.ShaderUniformVariable.LOCAL_TO_WORLD = auto() |
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◆ NORMAL_TEXTURE
| standard.ShaderUniformVariable.NORMAL_TEXTURE = auto() |
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◆ PACKED_TEXTURE_BOUNDING_BOXES
| standard.ShaderUniformVariable.PACKED_TEXTURE_BOUNDING_BOXES = auto() |
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◆ PACKED_TEXTURES
| standard.ShaderUniformVariable.PACKED_TEXTURES = auto() |
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◆ POINT_LIGHTS
| standard.ShaderUniformVariable.POINT_LIGHTS = auto() |
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◆ POINTLIGHT_STRUCT_AMBIENT
| standard.ShaderUniformVariable.POINTLIGHT_STRUCT_AMBIENT = auto() |
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◆ POINTLIGHT_STRUCT_CONSTANT
| standard.ShaderUniformVariable.POINTLIGHT_STRUCT_CONSTANT = auto() |
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◆ POINTLIGHT_STRUCT_DIFFUSE
| standard.ShaderUniformVariable.POINTLIGHT_STRUCT_DIFFUSE = auto() |
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◆ POINTLIGHT_STRUCT_LINEAR
| standard.ShaderUniformVariable.POINTLIGHT_STRUCT_LINEAR = auto() |
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◆ POINTLIGHT_STRUCT_POSITION
| standard.ShaderUniformVariable.POINTLIGHT_STRUCT_POSITION = auto() |
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◆ POINTLIGHT_STRUCT_QUADRATIC
| standard.ShaderUniformVariable.POINTLIGHT_STRUCT_QUADRATIC = auto() |
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◆ POINTLIGHT_STRUCT_SPECULAR
| standard.ShaderUniformVariable.POINTLIGHT_STRUCT_SPECULAR = auto() |
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◆ POSITION_TEXTURE
| standard.ShaderUniformVariable.POSITION_TEXTURE = auto() |
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◆ RGB_COLOR
| standard.ShaderUniformVariable.RGB_COLOR = auto() |
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◆ RGBA_COLOR
| standard.ShaderUniformVariable.RGBA_COLOR = auto() |
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◆ SKYBOX_TEXTURE_UNIT
| standard.ShaderUniformVariable.SKYBOX_TEXTURE_UNIT = auto() |
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◆ SPOT_LIGHT
| standard.ShaderUniformVariable.SPOT_LIGHT = auto() |
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◆ SPOTLIGHT_STRUCT_AMBIENT
| standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_AMBIENT = auto() |
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◆ SPOTLIGHT_STRUCT_CONSTANT
| standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_CONSTANT = auto() |
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◆ SPOTLIGHT_STRUCT_CUTOFF
| standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_CUTOFF = auto() |
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◆ SPOTLIGHT_STRUCT_DIFFUSE
| standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_DIFFUSE = auto() |
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◆ SPOTLIGHT_STRUCT_DIRECTION
| standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_DIRECTION = auto() |
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◆ SPOTLIGHT_STRUCT_LINEAR
| standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_LINEAR = auto() |
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◆ SPOTLIGHT_STRUCT_OUTER_CUTOFF
| standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_OUTER_CUTOFF = auto() |
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◆ SPOTLIGHT_STRUCT_POSITION
| standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_POSITION = auto() |
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◆ SPOTLIGHT_STRUCT_QUADRATIC
| standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_QUADRATIC = auto() |
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◆ SPOTLIGHT_STRUCT_SPECULAR
| standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_SPECULAR = auto() |
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◆ TEXT_TEXTURE_UNIT
| standard.ShaderUniformVariable.TEXT_TEXTURE_UNIT = auto() |
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◆ TEXTURE_SAMPLER
| standard.ShaderUniformVariable.TEXTURE_SAMPLER = auto() |
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◆ TRANSFORM
| standard.ShaderUniformVariable.TRANSFORM = auto() |
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◆ WORLD_TO_CAMERA
| standard.ShaderUniformVariable.WORLD_TO_CAMERA = auto() |
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◆ WORLD_TO_LIGHT
| standard.ShaderUniformVariable.WORLD_TO_LIGHT = auto() |
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The documentation for this class was generated from the following file: