material cube { technique { pass 0 { // shaders vertexShader = res/shaders/textured.vert fragmentShader = res/shaders/textured.frag defines = SPECULAR;DIRECTIONAL_LIGHT_COUNT 1 // uniforms u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX u_cameraPosition = CAMERA_WORLD_POSITION u_ambientColor = SCENE_AMBIENT_COLOR u_specularExponent = 50 // samplers sampler u_diffuseTexture { path = res/lua-logo.png mipmap = true wrapS = CLAMP wrapT = CLAMP minFilter = LINEAR_MIPMAP_LINEAR magFilter = LINEAR } // render state renderState { cullFace = true depthTest = true } } } } material grid { technique { pass 0 { // shaders vertexShader = res/shaders/colored.vert fragmentShader = res/shaders/colored.frag defines = VERTEX_COLOR // uniforms u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX // render state renderState { cullFace = true depthTest = true } } } }