MaterialDef Unshaded {

    MaterialParameters {
        TextureArray ColorMap
        Texture2D LightMap
        Color Color (Color)
        Boolean VertexColor
        Boolean SeparateTexCoord

        // Texture of the glowing parts of the material
        Texture2D GlowMap
        // The glow color of the object
        Color GlowColor
    }

    Technique {
        VertexShader GLSL100:   jme3test/texture/UnshadedArray.vert
        FragmentShader GLSL100: jme3test/texture/UnshadedArray.frag

        WorldParameters {
            WorldViewProjectionMatrix
        }

        Defines {
            SEPARATE_TEXCOORD : SeparateTexCoord
            HAS_COLORMAP : ColorMap
            HAS_LIGHTMAP : LightMap
            HAS_VERTEXCOLOR : VertexColor
            HAS_COLOR : Color
        }
    }

      Technique PreNormalPass {

            VertexShader GLSL100 :   Common/MatDefs/SSAO/normal.vert
            FragmentShader GLSL100 : Common/MatDefs/SSAO/normal.frag

            WorldParameters {
                WorldViewProjectionMatrix
                WorldViewMatrix
                NormalMatrix
            }

            RenderState {

            }

        }


    Technique Glow {

        VertexShader GLSL100:   Cjme3test/texture/UnshadedArray.vert
        FragmentShader GLSL100: Common/MatDefs/Light/Glow.frag

        WorldParameters {
            WorldViewProjectionMatrix
        }

        Defines {
            HAS_GLOWMAP : GlowMap
            HAS_GLOWCOLOR : GlowColor
            HAS_COLORMAP // Must be passed so that Unshaded.vert exports texCoord.
        }
    }
}