material colored { u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX renderState { cullFace = true depthTest = true } technique { pass { vertexShader = res/shaders/colored.vert fragmentShader = res/shaders/colored.frag } } } material lambert2 : colored { u_diffuseColor = 0.4, 0.4, 0.4, 1 u_ambientColor = SCENE_AMBIENT_COLOR u_directionalLightColor[0] = 1, 1, 1 u_directionalLightDirection[0] = 0, -1, 0 u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX technique { pass { defines = DIRECTIONAL_LIGHT_COUNT 1 } } }