@class GLKEffectPropertyTransform; @interface GLKEffectPropertyLight : GLKEffectProperty @property (nonatomic) union _GLKVector4 { struct { float x; float y; float z; float w; } ; struct { float r; float g; float b; float a; } ; struct { float s; float t; float p; float q; } ; float v[4]; } positionEye; @property (nonatomic) union _GLKVector3 { struct { float x; float y; float z; } ; struct { float r; float g; float b; } ; struct { float s; float t; float p; } ; float v[3]; } normalizedSpotDirectionEye; @property (nonatomic) float spotCutoffDegrees; @property (nonatomic) int positionEyeLoc; @property (nonatomic) int ambientLoc; @property (nonatomic) int diffuseLoc; @property (nonatomic) int specularLoc; @property (nonatomic) int normalizedSpotDirectionEyeLoc; @property (nonatomic) int spotExponentLoc; @property (nonatomic) int spotCutoffLoc; @property (nonatomic) int constantAttenuationLoc; @property (nonatomic) int linearAttenuationLoc; @property (nonatomic) int quadraticAttenuationLoc; @property (nonatomic) int normalizeLoc; @property (nonatomic) int ambientTermLoc; @property (nonatomic) int lightIndex; @property (nonatomic) unsigned long long *effectDirtyUniforms; @property (nonatomic) int lightingType; @property (nonatomic) unsigned char positionEyeStale; @property (readonly, nonatomic) unsigned char isSpot; @property (readonly, nonatomic) unsigned char isAttenuated; @property (nonatomic) unsigned char firstLight; @property (readonly, nonatomic) struct GLKBigInt_s { unsigned long long n0; unsigned long long n1; } allVshMasks; @property (readonly, nonatomic) struct GLKBigInt_s { unsigned long long n0; unsigned long long n1; } allFshMasks; @property (nonatomic) unsigned char enabled; @property (nonatomic) union _GLKVector4 { struct { float x; float y; float z; float w; } ; struct { float r; float g; float b; float a; } ; struct { float s; float t; float p; float q; } ; float v[4]; } position; @property (nonatomic) union _GLKVector4 { struct { float x; float y; float z; float w; } ; struct { float r; float g; float b; float a; } ; struct { float s; float t; float p; float q; } ; float v[4]; } ambientColor; @property (nonatomic) union _GLKVector4 { struct { float x; float y; float z; float w; } ; struct { float r; float g; float b; float a; } ; struct { float s; float t; float p; float q; } ; float v[4]; } diffuseColor; @property (nonatomic) union _GLKVector4 { struct { float x; float y; float z; float w; } ; struct { float r; float g; float b; float a; } ; struct { float s; float t; float p; float q; } ; float v[4]; } specularColor; @property (nonatomic) union _GLKVector3 { struct { float x; float y; float z; } ; struct { float r; float g; float b; } ; struct { float s; float t; float p; } ; float v[3]; } spotDirection; @property (nonatomic) float spotExponent; @property (nonatomic) float spotCutoff; @property (nonatomic) float constantAttenuation; @property (nonatomic) float linearAttenuation; @property (nonatomic) float quadraticAttenuation; @property (retain, nonatomic) GLKEffectPropertyTransform *transform; + (void)setStaticMasksWithVshRoot:(id)a0 fshRoot:(id)a1; - (void)dealloc; - (id)description; - (void)setNormalize:(unsigned char)a0; - (void)bind; - (void)initializeMasks; - (void)dirtyAllUniforms; - (BOOL)includeFshShaderTextForRootNode:(id)a0; - (BOOL)includeVshShaderTextForRootNode:(id)a0; - (id)initWithTransform:(id)a0 lightingType:(int)a1 firstLight:(unsigned char)a2; - (void)setGLDefaults; - (void)setShaderBindings; @end