material textured { u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX u_ambientColor = SCENE_AMBIENT_COLOR u_directionalLightDirection[0] = LIGHT_DIRECTION_0 u_directionalLightColor[0] = LIGHT_COLOR_0 sampler u_diffuseTexture { mipmap = true wrapS = CLAMP wrapT = CLAMP minFilter = LINEAR_MIPMAP_LINEAR magFilter = LINEAR } renderState { cullFace = true depthTest = true } technique { pass { vertexShader = res/shaders/textured.vert fragmentShader = res/shaders/textured.frag defines = DIRECTIONAL_LIGHT_COUNT 1 } } } material sphere : textured { sampler u_diffuseTexture { path = res/png/dirt.png } } material box : textured { sampler u_diffuseTexture { path = res/png/crate.png } }