/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2018 * * * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * * software and associated documentation files (the "Software"), to deal in the Software * * without restriction, including without limitation the rights to use, copy, modify, * * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * * permit persons to whom the Software is furnished to do so, subject to the following * * conditions: * * * * The above copyright notice and this permission notice shall be included in all copies * * or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF * * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE * * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ #ifndef TEXTURETILE_HGLSL #define TEXTURETILE_HGLSL struct TileDepthTransform { float depthScale; float depthOffset; }; struct TileUvTransform { vec2 uvOffset; vec2 uvScale; }; struct ChunkTile { sampler2D textureSampler; TileUvTransform uvTransform; }; struct PixelPadding { ivec2 startOffset; ivec2 sizeDifference; }; struct ChunkTilePile { ChunkTile chunkTile0; ChunkTile chunkTile1; ChunkTile chunkTile2; }; struct LayerSettings { float opacity; float gamma; float multiplier; float offset; float valueBlending; }; struct LayerAdjustment { vec3 chromaKeyColor; float chromaKeyTolerance; }; struct Layer { ChunkTilePile pile; TileDepthTransform depthTransform; LayerSettings settings; LayerAdjustment adjustment; PixelPadding padding; // Other layer type properties stuff vec3 color; }; #endif // TEXTURETILE_HGLSL