/**
* Copyright(c) Live2D Inc. All rights reserved.
*
* Use of this source code is governed by the Live2D Open Software license
* that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
*/
namespace Live2D.Cubism.Rendering
{
///
/// Cubism shader variables.
///
internal static class CubismShaderVariables
{
///
/// Main texture shader variable name.
///
public const string MainTexture = "_MainTex";
///
/// Model opacity shader variable name.
///
public const string ModelOpacity = "cubism_ModelOpacity";
///
/// Diffuse color shader variable name.
///
public const string MultiplyColor = "cubism_MultiplyColor";
///
/// Tint color shader variable name.
///
public const string ScreenColor = "cubism_ScreenColor";
///
/// Mask texture shader variable name.
///
public const string MaskTexture = "cubism_MaskTexture";
///
/// Mask tile shader variable name.
///
public const string MaskTile = "cubism_MaskTile";
///
/// Mask transform shader variable name.
///
public const string MaskTransform = "cubism_MaskTransform";
///
/// Offset scale shader variable name.
///
public const string OffsetScale = "_OffsetScale";
///
/// Quaternion of rotation shader variable name.
///
public const string RotationQuaternion = "_RotationQuaternion";
///
/// Z offset shader variable name.
///
public const string ZOffset = "_ZOffset";
///
/// Render texture shader variable name.
///
public const string RenderTexture = "_RenderTexture";
///
/// Offscreen opacity shader variable name.
///
public const string OffscreenOpacity = "_OffscreenOpacity";
///
/// Reversed Z shader variable name.
///
public const string ReversedZ = "_ReversedZ";
}
}