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	<title>利用者・トーク:Moguri/GSoC Shaders Docs - 版の履歴</title>
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		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T19:45:48Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:45時点における版&lt;/td&gt;
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		<author><name>Yamyam</name></author>
		
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	<entry>
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		<title>wiki&gt;Martin Kraus: /* Custom Uniforms */</title>
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		<updated>2011-08-12T07:59:19Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Custom Uniforms&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Custom Uniforms ==&lt;br /&gt;
&lt;br /&gt;
It would be good if we could specify game properties as custom uniforms. &lt;br /&gt;
&lt;br /&gt;
Also (for advanced users) it would be nice to be able to specify any Python expression. Or at least a set of predefined ones. Particularly, I'm thinking of the view matrix, the inverse view matrix, the model matrix, the inverse model matrix and transposed versions of all of them. For example, the inverse view matrix is available in Python as &lt;br /&gt;
&amp;lt;source lang=&amp;quot;python&amp;quot;&amp;gt;&lt;br /&gt;
bge.logic.getCurrentScene().active_camera.camera_to_world&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
--[[User:Martin Kraus|Martin Kraus]] 10:31, 11 August 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Additionally, it would be good to be able to optionally specify vec3 and vec4 uniforms with the help of Blender's RGB and RGBA color selector. If possible, a way to link a uniform to a position (e.g. the translation of an object) would also be cool. --[[User:Martin Kraus|Martin Kraus]] 14:50, 11 August 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
::Oh, and &amp;quot;samplerCube&amp;quot; should be supported. --[[User:Martin Kraus|Martin Kraus]] 09:59, 12 August 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
== RNA values ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure whether I can access &amp;quot;RNA values&amp;quot; (I've no idea what that is) but in a GLSL shader I can access the diffuse color (including alpha) specified in the object tab of the properties window with&lt;br /&gt;
&lt;br /&gt;
gl_FrontMaterial.diffuse or gl_BackMaterial.diffuse&lt;br /&gt;
&lt;br /&gt;
and the specular color in the material tab of the properties window with&lt;br /&gt;
&lt;br /&gt;
gl_FrontMaterial.specular or gl_BackMaterial.specular&lt;br /&gt;
&lt;br /&gt;
and the product of the diffuse color and emit in the material tab with&lt;br /&gt;
&lt;br /&gt;
gl_FrontMaterial.emission or gl_BackMaterial.emission&lt;br /&gt;
&lt;br /&gt;
(A complete list is at [http://en.wikibooks.org/wiki/GLSL_Programming/Blender/Shading_in_View_Space this page].)&lt;br /&gt;
&lt;br /&gt;
I'm not sure that makes the use of ad-hoc defined uniforms &amp;quot;diffuse_color&amp;quot;, &amp;quot;specular_color&amp;quot;, &amp;quot;alph&amp;quot;, &amp;quot;emit&amp;quot; superfluous, but it sure is more compatible with other systems.&lt;br /&gt;
&lt;br /&gt;
--[[User:Martin Kraus|Martin Kraus]] 10:30, 11 August 2011 (CEST)&lt;/div&gt;</summary>
		<author><name>wiki&gt;Martin Kraus</name></author>
		
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