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- material lighting
- {
- u_textureRepeat = 1.5, 1.5
-
- technique unlit
- {
- pass 0
- {
- // shaders
- vertexShader = res/shaders/textured-unlit.vert
- fragmentShader = res/shaders/textured-unlit.frag
- defines = TEXTURE_REPEAT
- u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
-
- // samplers
- sampler u_diffuseTexture
- {
- path = res/png/brick.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
- // render state
- renderState
- {
- cullFace = true
- depthTest = true
- }
- }
- }
-
- technique directional
- {
- pass 0
- {
- // shaders
- vertexShader = res/shaders/textured.vert
- fragmentShader = res/shaders/textured.frag
- defines = TEXTURE_REPEAT
- u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
- u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
-
- // samplers
- sampler u_diffuseTexture
- {
- path = res/png/brick.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
- // render state
- renderState
- {
- cullFace = true
- depthTest = true
- }
- }
- }
- technique directionalSpecular
- {
- pass 0
- {
- // shaders
- vertexShader = res/shaders/textured.vert
- fragmentShader = res/shaders/textured.frag
- defines = TEXTURE_REPEAT; SPECULAR
- u_worldViewMatrix = WORLD_VIEW_MATRIX
- u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
- u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
- // samplers
- sampler u_diffuseTexture
- {
- path = res/png/brick.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
- // render state
- renderState
- {
- cullFace = true
- depthTest = true
- }
- }
- }
- technique directionalBumped
- {
- pass 0
- {
- // shaders
- vertexShader = res/shaders/textured-bumped.vert
- fragmentShader = res/shaders/textured-bumped.frag
- defines = TEXTURE_REPEAT
- u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
- u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
- // samplers
- sampler u_diffuseTexture
- {
- path = res/png/brick.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
-
- sampler u_normalmapTexture
- {
- path = res/png/brickn.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
- // render state
- renderState
- {
- cullFace = true
- depthTest = true
- }
- }
- }
- technique directionalSpecularBumped
- {
- pass 0
- {
- // shaders
- vertexShader = res/shaders/textured-bumped.vert
- fragmentShader = res/shaders/textured-bumped.frag
- defines = TEXTURE_REPEAT; SPECULAR
- u_cameraPosition = CAMERA_VIEW_POSITION
- u_worldViewMatrix = WORLD_VIEW_MATRIX
- u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
- u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
- // samplers
- sampler u_diffuseTexture
- {
- path = res/png/brick.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
-
- sampler u_normalmapTexture
- {
- path = res/png/brickn.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
- // render state
- renderState
- {
- cullFace = true
- depthTest = true
- }
- }
- }
- technique spot
- {
- pass 0
- {
- // shaders
- vertexShader = res/shaders/textured.vert
- fragmentShader = res/shaders/textured.frag
- defines = TEXTURE_REPEAT; SPOT_LIGHT
- u_worldViewMatrix = WORLD_VIEW_MATRIX
- u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
- u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
-
- // samplers
- sampler u_diffuseTexture
- {
- path = res/png/brick.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
-
- // render state
- renderState
- {
- cullFace = true
- depthTest = true
- }
- }
- }
- technique spotSpecular
- {
- pass 0
- {
- // shaders
- vertexShader = res/shaders/textured.vert
- fragmentShader = res/shaders/textured.frag
- defines = TEXTURE_REPEAT; SPOT_LIGHT; SPECULAR
- u_worldViewMatrix = WORLD_VIEW_MATRIX
- u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
- u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
-
- // samplers
- sampler u_diffuseTexture
- {
- path = res/png/brick.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
- // render state
- renderState
- {
- cullFace = true
- depthTest = true
- }
- }
- }
- technique spotBumped
- {
- pass 0
- {
- // shaders
- vertexShader = res/shaders/textured-bumped.vert
- fragmentShader = res/shaders/textured-bumped.frag
- defines = TEXTURE_REPEAT; SPOT_LIGHT
- u_worldViewMatrix = WORLD_VIEW_MATRIX
- u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
- u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
- // samplers
- sampler u_diffuseTexture
- {
- path = res/png/brick.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
-
- sampler u_normalmapTexture
- {
- path = res/png/brickn.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
- // render state
- renderState
- {
- cullFace = true
- depthTest = true
- }
- }
- }
- technique spotSpecularBumped
- {
- pass 0
- {
- // shaders
- vertexShader = res/shaders/textured-bumped.vert
- fragmentShader = res/shaders/textured-bumped.frag
- defines = TEXTURE_REPEAT; SPOT_LIGHT; SPECULAR
- u_cameraPosition = CAMERA_VIEW_POSITION
- u_worldViewMatrix = WORLD_VIEW_MATRIX
- u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
- u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
- // samplers
- sampler u_diffuseTexture
- {
- path = res/png/brick.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
-
- sampler u_normalmapTexture
- {
- path = res/png/brickn.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
- // render state
- renderState
- {
- cullFace = true
- depthTest = true
- }
- }
- }
- technique point
- {
- pass 0
- {
- // shaders
- vertexShader = res/shaders/textured.vert
- fragmentShader = res/shaders/textured.frag
- defines = TEXTURE_REPEAT; POINT_LIGHT
- u_worldViewMatrix = WORLD_VIEW_MATRIX
- u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
- u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
-
- // samplers
- sampler u_diffuseTexture
- {
- path = res/png/brick.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
- // render state
- renderState
- {
- cullFace = true
- depthTest = true
- }
- }
- }
- technique pointSpecular
- {
- pass 0
- {
- // shaders
- vertexShader = res/shaders/textured.vert
- fragmentShader = res/shaders/textured.frag
- defines = TEXTURE_REPEAT; POINT_LIGHT; SPECULAR
- u_cameraPosition = CAMERA_VIEW_POSITION
- u_worldViewMatrix = WORLD_VIEW_MATRIX
- u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
- u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
-
- // samplers
- sampler u_diffuseTexture
- {
- path = res/png/brick.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
- // render state
- renderState
- {
- cullFace = true
- depthTest = true
- }
- }
- }
- technique pointBumped
- {
- pass 0
- {
- // shaders
- vertexShader = res/shaders/textured-bumped.vert
- fragmentShader = res/shaders/textured-bumped.frag
- defines = TEXTURE_REPEAT; POINT_LIGHT
- u_worldViewMatrix = WORLD_VIEW_MATRIX
- u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
- u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
- // samplers
- sampler u_diffuseTexture
- {
- path = res/png/brick.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
-
- sampler u_normalmapTexture
- {
- path = res/png/brickn.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
- // render state
- renderState
- {
- cullFace = true
- depthTest = true
- }
- }
- }
- technique pointSpecularBumped
- {
- pass 0
- {
- // shaders
- vertexShader = res/shaders/textured-bumped.vert
- fragmentShader = res/shaders/textured-bumped.frag
- defines = TEXTURE_REPEAT; POINT_LIGHT; SPECULAR
- u_cameraPosition = CAMERA_VIEW_POSITION
- u_worldViewMatrix = WORLD_VIEW_MATRIX
- u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
- u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
- // samplers
- sampler u_diffuseTexture
- {
- path = res/png/brick.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
-
- sampler u_normalmapTexture
- {
- path = res/png/brickn.png
- mipmap = true
- wrapS = REPEAT
- wrapT = REPEAT
- minFilter = NEAREST_MIPMAP_LINEAR
- magFilter = LINEAR
- }
- // render state
- renderState
- {
- cullFace = true
- depthTest = true
- }
- }
- }
- }
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