#ifndef _PC_STYLIZATION_CONSTANTS_H_ #define _PC_STYLIZATION_CONSTANTS_H_ //more project constants in: // lightingColor.h // vertexcommon_region.h // vertexcommon_normal.h // vertexlimitbox.h // // OGS internal constants float4x4 gNormalMatrix : WorldInverseTranspose < string UIWidget = "None"; >; // the matrix to transform normal float4x4 gWVPXf : WorldViewProjection < string UIWidget = "None"; >; // transform matrix float4x4 gVPXf : ViewProjection < string UIWidget = "None"; >; // view-projection transform matrix float4x4 gWXf: World < string UIWidget = "None"; >; // world float4x4 gVIXf: ViewInverse < string UIWidget = "None"; >; float3 gViewDirection : ViewDirection < string UIWidget = "None"; >; float2 gScreenSize: ViewportPixelSize < string UIWidget = "None"; >; // point size int gMaxPointSize; //in pixels, used to compute point size int gMinPointSize; //used to compute point size int gPointSize; //default point size, decide if we need to adjust point size // the original world/normal transformation if we apply locale // in OGS transformations. bool gUseOriginWorld; float4x4 gOriginWXf; float4x4 gOriginNormalMatrix; // locale info float3 gLocale; // point single color. float4 gPointColor; float gTransAlpha; #if HIGHLIGHT_SCAN_ENABLE float4 gScanColor; bool gScanHighLight; #endif // per voxel properties. #if VOXEL_CONSOLIDATION // Base positions texture. Texture1D gLowLeftsTex; #else float3 gLowLeft; #endif #endif