Built-in Shader Uniforms
To use built-in shader variables, you need to include the corresponding chunks first. All currently available built-in uniforms, grouped by the chunks they are located:
cc-local.chunk
| Name | Type | Info | 
|---|---|---|
| cc_matWorld | mat4 | model to world transform matrix | 
| cc_matWorldIT | mat4 | inverse-transpose of model to world transform matrix | 
cc-global.chunk
| Name | Type | Info | 
|---|---|---|
| cc_time | vec4 | x: seconds since engine started | 
| cc_screenSize | vec4 | xy: shading screen size zw: reciprocal of shading screen size | 
| cc_screenScale | vec4 | xy: screen scale zw: reciprocal of screen scale | 
| cc_nativeSize | vec4 | xy: canvas size zw: reciprocal of canvas size | 
| cc_matView | mat4 | view transform matrix | 
| cc_matViewInv | mat4 | inverse view matrix | 
| cc_matProj | mat4 | projection transform matrix | 
| cc_matProjInv | mat4 | inverse projection transform matrix | 
| cc_matViewProj | mat4 | view-projection transform matrix | 
| cc_matViewProjInv | mat4 | inverse view-projection transform matrix | 
| cc_cameraPos | vec4 | xyz: camera position | 
| cc_exposure | vec4 | x: camera exposure y: reciprocal of camera exposure z: is HDR enabled w: HDR-LDR scaling factor | 
| cc_mainLitDir | vec4 | xyz: direction of the main directional light | 
| cc_mainLitColor | vec4 | xyz: color of the main directional light w: intensity | 
| cc_ambientSky | vec4 | xyz: ambient sky color w: intensity | 
| cc_ambientGround | vec4 | xyz: ambient ground color | 
cc-environment.chunk
| Name | Type | Info | 
|---|---|---|
| cc_environment | samplerCube | IBL environment map | 
cc-forward-light.chunk
| Name | Type | Info | 
|---|---|---|
| cc_sphereLitPos[MAX_LIGHTS] | vec4 | xyz: position of spherical lights | 
| cc_sphereLitSizeRange[MAX_LIGHTS] | vec4 | x: size of spherical lights y: range of spherical lights | 
| cc_sphereLitColor[MAX_LIGHTS] | vec4 | xyz: color of spherical lights w: intensity | 
| cc_spotLitPos[MAX_LIGHTS] | vec4 | xyz: position of spotlights | 
| cc_spotLitSizeRangeAngle[MAX_LIGHTS] | vec4 | x: size of spotlights y: range of spotlights z: angle of spotlights | 
| cc_spotLitDir[MAX_LIGHTS] | vec4 | xyz: direction of spotlights | 
| cc_spotLitColor[MAX_LIGHTS] | vec4 | xyz: color of spotlights w: intensity | 
cc-shadow.chunk
| Name | Type | Info | 
|---|---|---|
| cc_matLightPlaneProj | mat4 | planar shadow transform matrix | 
| cc_shadowColor | vec4 | shadow color | 
