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@@ -75,7 +75,7 @@ singleton shaderData( AL_VectorLightShader )
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pixVersion = 3.0;
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};
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-new CustomMaterial( AL_VectorLightMaterial )
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+singleton CustomMaterial( AL_VectorLightMaterial )
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{
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shader = AL_VectorLightShader;
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stateBlock = AL_VectorLightState;
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@@ -149,7 +149,7 @@ singleton shaderData( AL_PointLightShader )
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pixVersion = 3.0;
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};
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-new CustomMaterial( AL_PointLightMaterial )
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+singleton CustomMaterial( AL_PointLightMaterial )
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{
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shader = AL_PointLightShader;
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stateBlock = AL_ConvexLightState;
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@@ -186,7 +186,7 @@ singleton shaderData( AL_SpotLightShader )
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pixVersion = 3.0;
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};
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-new CustomMaterial( AL_SpotLightMaterial )
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+singleton CustomMaterial( AL_SpotLightMaterial )
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{
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shader = AL_SpotLightShader;
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stateBlock = AL_ConvexLightState;
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@@ -205,7 +205,7 @@ new CustomMaterial( AL_SpotLightMaterial )
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/// This material is used for generating deferred
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/// materials for objects that do not have materials.
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-new Material( AL_DefaultDeferredMaterial )
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+singleton Material( AL_DefaultDeferredMaterial )
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{
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// We need something in the first pass else it
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// won't create a proper material instance.
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@@ -219,7 +219,7 @@ new Material( AL_DefaultDeferredMaterial )
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/// This material is used for generating shadow
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/// materials for objects that do not have materials.
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-new Material( AL_DefaultShadowMaterial )
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+singleton Material( AL_DefaultShadowMaterial )
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{
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// We need something in the first pass else it
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// won't create a proper material instance.
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@@ -255,7 +255,7 @@ singleton shaderData( AL_ParticlePointLightShader )
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pixVersion = 3.0;
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};
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-new CustomMaterial( AL_ParticlePointLightMaterial )
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+singleton CustomMaterial( AL_ParticlePointLightMaterial )
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{
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shader = AL_ParticlePointLightShader;
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stateBlock = AL_ConvexLightState;
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