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@@ -1,45 +1,44 @@
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MaterialDef Terrain {
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- // Parameters to material:
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- // regionXColorMap: X = 1..4 the texture that should be applied to state X
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- // regionX: a Vector3f containing the following information:
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- // regionX.x: the start height of the region
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- // regionX.y: the end height of the region
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- // regionX.z: the texture scale for the region
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- // it might not be the most elegant way for storing these 3 values, but it packs the data nicely :)
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- // slopeColorMap: the texture to be used for cliffs, and steep mountain sites
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- // slopeTileFactor: the texture scale for slopes
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- // terrainSize: the total size of the terrain (used for scaling the texture)
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- MaterialParameters {
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- Int BoundDrawBuffer
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- Texture2D region1ColorMap
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- Texture2D region2ColorMap
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- Texture2D region3ColorMap
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- Texture2D region4ColorMap
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- Texture2D slopeColorMap
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- Float slopeTileFactor
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- Float terrainSize
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- Vector3 region1
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- Vector3 region2
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- Vector3 region3
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- Vector3 region4
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- }
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+ // Parameters to material:
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+ // regionXColorMap: X = 1..4 the texture that should be applied to state X
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+ // regionX: a Vector3f containing the following information:
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+ // regionX.x: the start height of the region
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+ // regionX.y: the end height of the region
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+ // regionX.z: the texture scale for the region
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+ // it might not be the most elegant way for storing these 3 values, but it packs the data nicely :)
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+ // slopeColorMap: the texture to be used for cliffs, and steep mountain sites
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+ // slopeTileFactor: the texture scale for slopes
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+ // terrainSize: the total size of the terrain (used for scaling the texture)
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- Technique {
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- VertexShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Terrain/HeightBasedTerrain.vert
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- FragmentShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Terrain/HeightBasedTerrain.frag
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+ MaterialParameters {
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+ Int BoundDrawBuffer
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+ Texture2D region1ColorMap
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+ Texture2D region2ColorMap
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+ Texture2D region3ColorMap
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+ Texture2D region4ColorMap
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+ Texture2D slopeColorMap
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+ Float slopeTileFactor
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+ Float terrainSize
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+ Vector3 region1
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+ Vector3 region2
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+ Vector3 region3
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+ Vector3 region4
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+ }
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- WorldParameters {
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- WorldViewProjectionMatrix
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- WorldMatrix
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- NormalMatrix
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- }
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-
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- Defines {
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- BOUND_DRAW_BUFFER: BoundDrawBuffer
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+ Technique {
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+ VertexShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Terrain/HeightBasedTerrain.vert
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+ FragmentShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Terrain/HeightBasedTerrain.frag
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+
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+ WorldParameters {
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+ WorldViewProjectionMatrix
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+ WorldMatrix
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+ NormalMatrix
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}
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- }
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- Technique {
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+ Defines {
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+ BOUND_DRAW_BUFFER: BoundDrawBuffer
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+ }
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}
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+
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}
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