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Enabled LitSolid shader normal mapping variations also without diffuse map. Added NoTextureNormal variety of techniques. Closes #147.

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+ 1 - 1
Bin/CoreData/Shaders/GLSL/LitSolid.xml

@@ -30,7 +30,7 @@
     </shader>
     <shader type="ps">
         <option name="Diff" define="DIFFMAP" />
-        <option name="Normal" define="NORMALMAP" require="DIFFMAP" />
+        <option name="Normal" define="NORMALMAP" />
         <option name="Packed" define="PACKEDNORMAL" require="NORMALMAP" />
         <option name="SpecMap" define="SPECMAP" require="DIFFMAP" />
         <option name="EnvCube" define="ENVCUBEMAP" />

+ 1 - 1
Bin/CoreData/Shaders/HLSL/LitSolid.xml

@@ -30,7 +30,7 @@
     </shader>
     <shader type="ps">
         <option name="Diff" define="DIFFMAP" />
-        <option name="Normal" define="NORMALMAP" require="DIFFMAP" />
+        <option name="Normal" define="NORMALMAP" />
         <option name="Packed" define="PACKEDNORMAL" require="NORMALMAP" />
         <option name="SpecMap" define="SPECMAP" require="DIFFMAP" />
         <option name="EnvCube" define="ENVCUBEMAP" />

+ 10 - 0
Bin/CoreData/Techniques/NoTextureNormal.xml

@@ -0,0 +1,10 @@
+<technique>
+    <pass name="base" vs="LitSolid" ps="LitSolid" />
+    <pass name="litbase" vs="LitSolid_Normal" ps="LitSolid_NormalAmbient" />
+    <pass name="light" vs="LitSolid_Normal" ps="LitSolid_Normal" depthtest="equal" depthwrite="false" blend="add" />
+    <pass name="prepass" vs="LitSolid_Normal" ps="LitSolid_NormalPrepass" />
+    <pass name="material" vs="LitSolid" ps="LitSolid_Material" depthtest="equal" depthwrite="false" />
+    <pass name="deferred" vs="LitSolid_Normal" ps="LitSolid_NormalDeferred" />
+    <pass name="depth" vs="Depth" ps="Depth" />
+    <pass name="shadow" vs="Shadow" ps="Shadow" />
+</technique>

+ 5 - 0
Bin/CoreData/Techniques/NoTextureNormalAlpha.xml

@@ -0,0 +1,5 @@
+<technique>
+    <pass name="alpha" vs="LitSolid" ps="LitSolid" depthwrite="false" blend="alpha" />
+    <pass name="litalpha" vs="LitSolid_Normal" ps="LitSolid_Normal" depthwrite="false" blend="addalpha" />
+    <pass name="shadow" vs="Shadow" ps="Shadow" />
+</technique>

+ 10 - 0
Bin/CoreData/Techniques/NoTextureNormalPacked.xml

@@ -0,0 +1,10 @@
+<technique>
+    <pass name="base" vs="LitSolid" ps="LitSolid" />
+    <pass name="litbase" vs="LitSolid_Normal" ps="LitSolid_NormalPackedAmbient" />
+    <pass name="light" vs="LitSolid_Normal" ps="LitSolid_NormalPacked" depthtest="equal" depthwrite="false" blend="add" />
+    <pass name="prepass" vs="LitSolid_Normal" ps="LitSolid_NormalPackedPrepass" />
+    <pass name="material" vs="LitSolid" ps="LitSolid_Material" depthtest="equal" depthwrite="false" />
+    <pass name="deferred" vs="LitSolid_Normal" ps="LitSolid_NormalPackedDeferred" />
+    <pass name="depth" vs="Depth" ps="Depth" />
+    <pass name="shadow" vs="Shadow" ps="Shadow" />
+</technique>

+ 5 - 0
Bin/CoreData/Techniques/NoTextureNormalPackedAlpha.xml

@@ -0,0 +1,5 @@
+<technique>
+    <pass name="alpha" vs="LitSolid" ps="LitSolid" depthwrite="false" blend="alpha" />
+    <pass name="litalpha" vs="LitSolid_Normal" ps="LitSolid_NormalPacked" depthwrite="false" blend="addalpha" />
+    <pass name="shadow" vs="Shadow" ps="Shadow" />
+</technique>