"//! Normalized pixel coordinates.\n"
"in vec2 vPixel;\n"
"\n"
- "//! Sub-pixel offset in X direction for FSAA.\n"
- "uniform float uOffsetX = 0.f;\n"
+ "//! Sub-pixel offset in for FSAA.\n"
+ "uniform vec2 uFsaaOffset;\n"
"//! Sub-pixel offset in Y direction for FSAA.\n"
- "uniform float uOffsetY = 0.f;\n"
+ "uniform float uOffsetY;\n"
"\n"
"//! Origin of viewing ray in left-top corner.\n"
"uniform vec3 uOriginLT;\n"
"#endif\n"
"\n"
"//! Top color of gradient background.\n"
- "uniform vec4 uBackColorTop = vec4 (0.0);\n"
+ "uniform vec4 uBackColorTop;\n"
"//! Bottom color of gradient background.\n"
- "uniform vec4 uBackColorBot = vec4 (0.0);\n"
+ "uniform vec4 uBackColorBot;\n"
"\n"
"//! Aperture radius of camera used for depth-of-field\n"
- "uniform float uApertureRadius = 0.f;\n"
+ "uniform float uApertureRadius;\n"
"\n"
"//! Focal distance of camera used for depth-of field\n"
- "uniform float uFocalPlaneDist = 10.f;\n"
+ "uniform float uFocalPlaneDist;\n"
"\n"
"//! Camera position used for projective mode\n"
"uniform vec3 uEyeOrig;\n"
"struct SRay\n"
"{\n"
" vec3 Origin;\n"
- "\n"
" vec3 Direct;\n"
"};\n"
"\n"
"struct SIntersect\n"
"{\n"
" float Time;\n"
- "\n"
" vec2 UV;\n"
- "\n"
" vec3 Normal;\n"
"};\n"
"\n"
"struct STriangle\n"
"{\n"
" ivec4 TriIndex;\n"
- "\n"
" vec3 Points[3];\n"
"};\n"
"\n"