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ShaderConstants.cs
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namespace Bonsai.Shaders.Rendering
{
static class ShaderConstants
{
public static readonly string ModelViewMatrix = "modelview";
public static readonly string ProjectionMatrix = "projection";
public static readonly string NormalMatrix = "normalMatrix";
public static readonly string Texture = "texture";
public static readonly string BumpScaling = GetUniformName(nameof(Assimp.Material.BumpScaling));
public static readonly string ColorAmbient = GetUniformName(nameof(Assimp.Material.ColorAmbient));
public static readonly string ColorDiffuse = GetUniformName(nameof(Assimp.Material.ColorDiffuse));
public static readonly string ColorEmissive = GetUniformName(nameof(Assimp.Material.ColorEmissive));
public static readonly string ColorReflective = GetUniformName(nameof(Assimp.Material.ColorReflective));
public static readonly string ColorSpecular = GetUniformName(nameof(Assimp.Material.ColorSpecular));
public static readonly string ColorTransparent = GetUniformName(nameof(Assimp.Material.ColorTransparent));
public static readonly string Opacity = GetUniformName(nameof(Assimp.Material.Opacity));
public static readonly string Reflectivity = GetUniformName(nameof(Assimp.Material.Reflectivity));
public static readonly string Shininess = GetUniformName(nameof(Assimp.Material.Shininess));
public static readonly string ShininessStrength = GetUniformName(nameof(Assimp.Material.ShininessStrength));
static string GetUniformName(string resourceName)
{
if (resourceName.Length < 1) return resourceName;
if (resourceName.Length == 1) return resourceName.ToLowerInvariant();
return resourceName.Substring(0, 1).ToLowerInvariant() + resourceName.Substring(1);
}
}
}