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For a brief tutorial on shaders see: https://github.com/mtijanic/nwnee-shader-tutorials

These lists may be incomplete for the latest version of the game and needs reformatting into a better resource list.

Uniforms

* int screenWidth, int screenHeight
Viewport size.

* float nearClip, float farClip
Render clipping cutoff.

* int sceneCurrentFrame
The current render frame. No guarantees to limits or wrapping behaviour.

* int worldtimerTimeOfDay
The current time of day as seen from the game world, in milliseconds. This value will pause when the game pauses.

(MerricksDad: this value is the number of ticks since the client was started. The value is equal to 1444000 ticks per day divided by the number of moduleMinutesPerHour. The additional value appears to be a multi-hour error value related to the number in moduleMinutesPerHour, )

* int windPointSourcesCount (max: 128)
A wind point source is a "explosion" source. You can see this with some spells that bend grass around you.
This is the number of wind point sources for the current frame; you need this to walk the following vectors:

* float windPointSourcesPosition[windPointSourcesCount*3]
A vector of X, Y, Z positions for each windPointSource.

* float windPointSourcesRadius[windPointSourcesCount]
The radius for each windPointSource.

* float windPointSourcesIntensity[windPointSourcesCount]
The intensity for each windPointSource.

* float windPointSourcesTimeRemaining[windPointSourcesCount]
The time remaining for each windPointSource.

* int moduleDawnHour
The module dawn hour (usually something like 8).

* int moduleDuskHour
The module dusk hour (usually something like 16).

* int moduleMinutesPerHour
Minutes per hour. You can use this to calculate the dawn/dusk progression.

* vec3 areaGlobalWind
The global wind vector for the current area (including magnitude).

* int areaWeatherType
The weather type: 0 = clear, 1 = rain, 2 = snow.

* float areaWeatherDensity
The weather density as determined by the engine.

* int areaFlags
A mask of area flags: 1 = interior, 2 = underground, 4 = natural

* int moduleYear
(MerricksDad: testing of moduleYear has shown that it does not always get sent to the shader with correct value. Using this value for any purpose can result in counted effects being misrendered.)


* int moduleMonth
* int moduleDay
* int moduleHour

The module time as seen by the player.

(MerricksDad: moduleHour is the integer value of the true module time. Being converted from a float originally, this value will have loss. Testing has shown the offset in module hour to be multiple seconds forward or backward, meaning this value cannot be used as an exact match for the true moduleHour. The lower moduleMinutesPerHour is, the larger the error will appear.)

* float moduleTimeIntoTransition

(MerricksDad: This value counts up from the last transition, such as moduleDuskHour or moduleDawnHour. It has a few issues. The first issue is that it resets to 0 at multiple points: moduleDawnHour, moduleDawnHour+1, moduleDuskHour, and moduleDuskHour+1. It also resets to 0 when the client enters the game, so its initial value is not useful before the first transition it reached.)
* float moduleTransitionTime
This describes the day/dusk/dawn/night transition animations for areas.

* ivec2 userinputMousePosition
Mouse coordinates.

* int userinputMouseButtons
A mask of mouse buttons currently down: 1 = left, 2 = right, 4 = middle.


* int fogEnabled
1 if fog is enabled.

* int fogMode
Fog mode (0 = linear, 1 = exp, 2 = exp2).

* float fogStart, float fogEnd
Fog render distances.

* vec4 fogColor
The current fog colour.

* int numLights
The number of dynamic lights currently in the scene.

* vec4 globalColor
The global/world colour.

* vec4 frontLightModelProductSceneColor
The scene colour (ambient light).

* vec4 materialFrontAmbient
* vec4 materialFrontDiffuse
* vec4 materialFrontSpecular
* vec4 materialFrontEmissive
* float materialFrontShininess
Material source components.

* vec4 lightAmbient
* vec4 lightDiffuse
* vec4 lightSpecular
* vec4 lightPosition
* vec4 lightHalfVector
* float lightConstantAtten
* float lightLinearAtten
* float lightQuadraticAtten
Light source parameters.

* int texUnitXX (where 0 <= XX < 14)
* int texUnitEnv
* int textureXXBound (where 0 <= XX < 14)
Bound textures.

* vec4 texCoordOffset0, vec4 texCoordOffset1
* float texCoordRot0, float texCoordRot1
Bound textures position and rotation.


* mat4 m_m
* mat4 m_mv
* mat4 m_mvp
Model, ModelView and ModelViewProjection matrices for vertex transformations.

* mat3 m_normal
Matrix for vertex normal transformations.


In addition to the uniforms, the following vertex attributes are exposed:

* vec4 vPos
Vertex position in object space.

* vec2 vTcIn
Texture coordinates for current texture.

* vec4 vColor
Active colour for the vertex.

* vec3 vNormal
Current vertex untransformed normal.



UPDATE: info posted by Sherincall on the nwvault #custom-content Discord channel on Monday 17 Feb, 2020:

šŸ“Ž uniforms available to all shaders:

sceneCurrentFrame
worldtimerTimeOfDay
windPointSourcesCount
windPointSourcesPosition
windPointSourcesRadius
windPointSourcesIntensity
windPointSourcesTimeRemaining
moduleDawnHour
moduleDuskHour
moduleMinutesPerHour
moduleYear
moduleMonth
moduleDay
moduleHour
moduleTimeIntoTransition
moduleTransitionTime
areaGlobalWind
areaWeatherType
areaWeatherDensity
areaFlags
userinputMousePosition
userinputMouseButtons
m_mvp
m_mv
m_m
m_normal
m_texture
m_view
m_proj
m_vp
m_view_inv
m_proj_inv
m_vp_inv
m_bones[128]
idxmap[128]
lightAmbient[8]
lightDiffuse[8]
lightPosition[8]
lightQuadraticAtten[8]
numLights
FragmentLighting
GammaCorrection
materialFrontAmbient
materialFrontDiffuse
materialFrontSpecular
materialFrontEmissive
materialFrontShininess
frontLightModelProductSceneColor
globalColor
texUnit{0..14}
texUnitEnv
texture{0..15}Bound
fSchemeRow{0..14}
fogEnd
fogMode
fogStart
fogColor
fogEnabled
cameraPitch
cameraYaw
cameraPosition
cameraViewAngle
cameraDialogState
startFadePitch
keyholeCanDissolve
keyholeRadius
nearClip
farClip
screenWidth
screenHeight
AORadius
AOIntensity
AOColor
blackPoint
whitePoint
Vibrance
RGBBalance
DOFAmount
Gamma
playerPosition
playerOrientation
playerInCutscene
playerCameraDist

(plus whatever MTR+nwscript pass, for individual objects)

Standard Uniforms Available to Shaders

Updated List 2022/03/10 --Merricksdad

UniformTypeLocated InPurpose
texFBColorsampler2Dinc_commonFrame buffer (screen pixel color)
texFBDepthsampler2Dinc_commonDepth Buffer
fogParamsvec4inc_common

Contains XYZW =Ā  [fogEnabled, fogStart, FogEnd, fogInvEndMinusStart].

In older shaders these values were separate uniforms.

playerPositionvec3inc_commonplayer position in world coordinates
playerCameraDistfloatinc_commondistance between player and camera position
playerInCutsceneintinc_commonflag denoting if player is in cutscene camera mode
cameraPositionvec3inc_commonposition of the camera in world coordinates
cameraPitchfloatinc_common
cameraYawfloatinc_common
cameraFocusvec3inc_commonthe vector the camera is focused toward (ie. camera facing)
cameraViewAnglefloatinc_common
cameraDialogStateintinc_common
userinputMousePositionivec2inc_commonscreenspace coordinates of mouse pointer
screenParamsvec2inc_commoncontains XY = [screenWidth, screenHeight]. In older shaders these values were separate uniforms.
pixelParamsvec3inc_common

contains XYZ = [invScreenWidth, invScreenHeight, fAspectRatio]
and XY = vPixelSize

In older shaders these values were separate uniforms.

clipParamsvec3inc_common

contains XYZ = [nearClip, farClip, fDepthToLinearModifier]

fDepthToLinearModifier = 1-near/far

In older shaders these values were separate uniforms.

m_projmat4inc_commonmatrix for converting from view to screen projection
m_proj_invmat4inc_commonmatrix for converting from screen projection to view
m_vp_invmat4inc_commonmatrix for converting from screen projection to world
m_view_invmat4inc_commonmatrix for converting from view to world
m_viewmat4inc_common

matrix for converting from world to view

m_texturemat4inc_commonmatrix for applying uv orientation
m_mvmat4inc_commonmatrix for converting from model to view
m_mvpmat4inc_commonmatrix for converting from model to screen projection
texNoiseBoundintinc_commonEquals 1 if noise texture was bound
texture<n>Boundintinc_common11 separate uniforms identifying if texture n is bound, where <n> = 0 to 10
texEnvCubeBoundintinc_commonEquals 1 if an environment cubemap is bound
texEnvBoundintinc_commonEquals 1 if an environment flatmap is bound
m_boneRotations[]vec4inc_commonContains orientations of bones at the current frame for use with Mobile version
m_bonePositions[]vec4inc_commonContains positions of bones at the current frame for use with Mobile version
m_bonesmat4inc_commonContains matrix transforms for bones (both position and rotation) for use with non-Mobile versions
texUnit<n>sampler2Dinc_common11 separate uniforms containing the texture sampler for texture n, where <n> = 0 to 10
DisplacementOffsetfloatinc_commonDefines the offset from which height map displacement will begin. Can be modified in the material file using "parameter" lines
texUnitEnvsampler2Dinc_commoncontains the texture sampler for the environment map
texUnitEnvCubesamplerCubeinc_commoncontains the cubemap sampler for a cubemap environment
texUnitNoisesampler2Dinc_commoncontains the noise texture sampler
envMapCubeintinc_commonEquals 1 if environment map type is cubemap, otherwise type is flatmap
fAlphaDiscardValuefloatinc_commonContains the minimum alpha level to draw. Any value below this will be dropped, greatly speeding up rendering of transparent objects as they stack up over distance.
skinmeshintinc_commonEquals 1 if the mesh type is a skinmesh
Specularityfloatinc_materialContains a specularity override value, as passed in from a material file. If not provided, specularity will be imported from texUnit2 red channel, or in the case that specularity is based on the environment map, it will be calculated from there. Positive values only.
Roughnessfloatinc_materialContains a roughness override value, as passed in from a material file. If not provided, roughness will be imported from texUnit3 red channel, or in the case that roughness is also included in the spec map, it will be read from texUnit2 green channel. Positive values only.

Use flag MATERIAL_READ_ROUGHNESS_FROM_SPECULAR_MAP = 1 to force reading from texUnit2 green channel.
Metallicnessfloatinc_materialContains a metallicness override value, as passed in from a material file. If not provided, metallicness will be calculated from specularity. Positive values only.
CustomSpecularColorvec4inc_materialContains a specular color override value, as passed in from a material file. Prevents specular color from being derived from albedo, height, and metallicness.
lightColor[]vec4inc_lightingContains the light color for each light passed to the shader for the scene. Used if gamma correction is enabled.
lightMaxIntensityInvfloatinc_lighting
lightFalloffFactorfloatinc_lighting
lightAmbient[]vec4inc_lightingContains the ambient light color for each light passed to the shader for the scene. Used if gamma correction is not enabled.
lightDiffuse[]vec4inc_lightingContains the diffuse light color for each light passed to the shader for the scene. Used if gamma correction is not enabled.
lightQuadraticAtten[]floatinc_lightingContains the light light falloff calculation for each light in the scene.
lightPosition[]vec4inc_lightingContains the position of each light in the scene in world coordinates.
numLightsintinc_lightingNumber of lights passed to the shader for the scene.
staticLightingintinc_lighting
lightAreaAmbientvec3inc_lightingThe color of the area ambient lighting at this fragment
lightAreaDiffusevec3inc_lightingThe color of the area diffuse lighting at this fragment
lightAreaDiffuseDirectionvec3inc_lightingEffectively the sun angle for the diffuse light from the sun
materialFrontAmbientvec4inc_lightingThe ambient light color of the fragment based on vertex color
materialFrontDiffusevec4inc_lightingThe diffuse light color of the fragment based on vertex color
materialFrontEmissivevec4inc_lightingThe self illumination color of the fragment based on the self illumination value of the mesh. Added to total light of that fragment.
frontLightModelProductSceneColorvec4inc_lightingUsed mostly for GUI elements. Used to calculate constant light for those elements.
keyholeCanDissolveintinc_keyholeEquals 1 if keyholing is enabled and the material can be dissolved
keyholeDiameterMaxfloatinc_keyhole
keyholeDiameterMinfloatinc_keyhole
sceneCurrentFrameintinc_water
worldtimerTimeOfDayintinc_water

MerricksDad:
This value is the number of ticks since the client was started and does NOT represent anything related to module time.
The value is equal to 1444000 ticks per day divided by the number of moduleMinutesPerHour.
The additional value appears to be a multi-hour error value related to the number in moduleMinutesPerHour, and will also include time spent in the lobby screens, including load time.
There is also a potential for time error when the module does not load cleanly, causing a large delay.
Setting module time with NWScript or debug functions will also not update this value.

Note the pattern in the additional hours column. The decimal value is related to 1.0/moduleMinutesPerHour +/- 1.0 or 0.5 hours.

moduleMinutesPerHour
Additional hours in ticks
1+7
2+15.5
3+10.33
4+19.75
5+11
6+5.16
7+11.14
8+9.875
9+11.4
10+17.4


Daz (from Discord chat):

"it's initialized with a default date/time and a default of 5mins/hour and when it gets the module's min/hour it'll set it to that and the current time will change the default datetime: year: 1340 month: 6 day: 1 hour: 23 minute: 59 second: 56 millisecond: 0.Ā  I guess going from 5min/h to 1min/h gets the hour changed to 7am."

moduleYearintinc_waterMerricksDad:
Testing of moduleYear has shown that it does not always get sent to the shader with correct value. Using this value for any purpose can result in counted effects being misrendered.
moduleMonthintinc_waterInteger value of module month.

Setting module time with NWScript or debug functions will also not update this value correctly.
moduleDayintinc_waterInteger value of module day.

Setting module time with NWScript or debug functions will also not update this value correctly.
moduleHourintinc_water

Integer value of the module time.

Merricksdad:
moduleHour is the integer value of the true* module time.

*Being converted from a float originally, this value will have loss.
Testing has shown the offset in module hour to be multiple seconds forward or backward, meaning this value cannot be used as an exact match for the true moduleHour.
The lower moduleMinutesPerHour is, the larger the error will appear.

moduleHour can also become bugged if the module does not load smoothly, causing a large delay. In that case, the module time in game will also be incorrect.

Setting module time with NWScript or debug functions will also not update this value correctly.




windPointSourcesCountintinc_waterNumber of wind point sources in the scene
windPointSourcesPosition[]vec3inc_waterContains the position of all wind sources in the scene
windPointSourcesRadius[]floatinc_waterContains the radius of all wind sources in the scene
windPointSourcesDuration[]floatinc_waterContains the expected duration of each wind source in the scene
windPointSourcesIntensity[]floatinc_waterContains the wind intensity of each wind source in the scene
windPointSourcesTimeRemaining[]floatinc_waterContains the remaining time allowed to each wind source in the scene
moduleDawnHourintinc_waterThe hour at which Dawn-related sky mixing occurs. Sent over to shader from module properties.
moduleDuskHourintinc_waterThe hour at which Dusk-related sky mixing occurs. Sent over to shader from module properties.
moduleMinutesPerHourintinc_water

Time scale of the module.

Also directly related to transition timers.

Sent over to shader from module properties.

moduleTimeIntoTransitionĀ float???

MerricksDad:
This value counts up from the last transition, such as moduleDuskHour or moduleDawnHour. It also counts up after those transitions end, and so will tick all day long.

It has a few issues.
The first issue is that it resets to 0 at multiple points: moduleDawnHour, moduleDawnHour+1, moduleDuskHour, and moduleDuskHour+1.
It unfortunately also starts at 0 when the client enters the game, so its initial value is not useful before the first transition it reached. Meaning that if a player starts at 13:24 module time, then the value is worthless as a timer.

Otherwise, we can say that the following formula can match the module time since the last transition began or ended.
float transTimer = moduleTimeIntoTransition / 60.0 / moduleMinutesPerHour;

Beware adding this to moduleHour to correct to the true module time, since moduleHour has a rounding error. Otherwise the following value can produce a sloppy module time:
float sloppyTime = moduleHour + (transTimer - floor(transTimer));

moduleTransitionTimefloat???

MerricksDad:

The scale of the transition time. For example, 1 hour is 60 units when moduleMinutesPerHour = 1.

moduleTimeIntoTransition / moduleTransitionTime gives a value from 0.0 to 1.0

areaGlobalWindvec3inc_waterContains the global wind vector for the area
areaWeatherDensityfloatinc_waterContains the intensity of current weather
areaFlagsintinc_water1=Interior, 2=Underground, 4=Natural
areaWeatherTypeintinc_water0=Clear/none, 2=Rain, 3=Snow
m_mmat4various / post processingMatrix for converting from model to world coordinates
projectionSourcevec4

vs_beamvol

vs_shadowvol


projectionWorldZClipfloat

vs_beamvol

vs_shadowvol


particleSizeMaxfloatvsparticle
particleSoftenintvsparticleUsed for non-Mobile version when equals 1.
DOFAmountfloatinc_postpr_dof
DOFDeadZonefloatinc_postpr_dof
DOFVignettefloatinc_postpr_dofedge of screen blur
DOFFocusTypeintinc_postpr_dofset to camera pitch by default
DynamicContrastMidpointfloatinc_postpr_dyn_c
DynamicContrastIntensityfloatinc_postpr_dyn_c
Gammafloatinc_postpr_gam
Vibrancefloatinc_postpr_vibr
globalColorvec4

fs

vsfbdof

vsfblvls

vsfbshrp

vsfbvib

The default color when one is otherwise not supplied
PLTScheme[15]floatfs_pltgenThe PLT color scheme info

PLT based diffuse is a composite of a grayscale value from the PLT red channel and a color by number value from the green channel of the PLT, which is passed via texUnit0.

The actual color picked is the XY vector equal to RG color vector, and is picked from the gradient map provided in texUnit1.

First step is converting the texUnit0 green value through the PLT scheme info, thereby converting it to the proper Y coordinate (gradient row) in texUnit1.
AOIntensityfloatfsfbssao
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