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- //
- // Default Terrain material file.
- //
- // In addition to the built-in Node material auto-bindings, the following terrain-specific
- // auto-bindings are also supported:
- //
- // TERRAIN_NORMAL_MAP : normal map sampler (if using a normal map)
- // TERRAIN_LAYER_MAPS : array of texture samplers for each terrain layer
- // TERRAIN_ROW : row index of the current terrain patch
- // TERRAIN_COLUMN : column index of the current terrain patch
- //
- // To add lighting (other than ambient) to a terrain, you can add additional pass defines and
- // uniform bindings and handle them in your specific game or renderer. See the gameplay
- // terrain sample for an example.
- //
- material terrain
- {
- u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
- u_normalMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
- //u_normalMap = TERRAIN_NORMAL_MAP
- u_surfaceLayerMaps = TERRAIN_LAYER_MAPS
- u_ambientColor = SCENE_AMBIENT_COLOR
- renderState
- {
- cullFace = true
- depthTest = true
- }
- technique
- {
- pass
- {
- vertexShader = res/shaders/terrain.vert
- fragmentShader = res/shaders/terrain.frag
- }
- }
- }
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