material lambert1 { technique { pass 0 { // shaders vertexShader = res/shaders/textured.vert fragmentShader = res/shaders/textured.frag defines = DIRECTIONAL_LIGHT_COUNT 1 // uniforms u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX u_ambientColor = 0.4, 0.4, 0.4 // samplers sampler u_diffuseTexture { path = res/png/crate.png mipmap = true wrapS = CLAMP wrapT = CLAMP minFilter = NEAREST_MIPMAP_LINEAR magFilter = LINEAR } // render state renderState { cullFace = true depthTest = true } } } }