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@@ -1,353 +1,353 @@
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-MaterialDef Phong Lighting {
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-
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- MaterialParameters {
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-
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- // Compute vertex lighting in the shader
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- // For better performance
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- Boolean VertexLighting
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-
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- // Use more efficent algorithms to improve performance
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- Boolean LowQuality
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-
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- // Improve quality at the cost of performance
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- Boolean HighQuality
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-
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- // Output alpha from the diffuse map
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- Boolean UseAlpha
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-
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- // Alpha threshold for fragment discarding
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- Float AlphaDiscardThreshold (AlphaTestFallOff)
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-
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- // Normal map is in BC5/ATI2n/LATC/3Dc compression format
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- Boolean LATC
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-
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- // Use the provided ambient, diffuse, and specular colors
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- Boolean UseMaterialColors
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-
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- // Activate shading along the tangent, instead of the normal
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- // Requires tangent data to be available on the model.
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- Boolean VTangent
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-
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- // Use minnaert diffuse instead of lambert
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- Boolean Minnaert
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-
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- // Use ward specular instead of phong
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- Boolean WardIso
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-
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- // Use vertex color as an additional diffuse color.
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- Boolean UseVertexColor
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-
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- // Ambient color
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- Color Ambient (MaterialAmbient)
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-
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- // Diffuse color
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- Color Diffuse (MaterialDiffuse)
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-
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- // Specular color
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- Color Specular (MaterialSpecular)
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-
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- // Specular power/shininess
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- Float Shininess (MaterialShininess) : 1
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-
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- // Diffuse map
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- Texture2D DiffuseMap
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-
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- // Normal map
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- Texture2D NormalMap
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-
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- // Specular/gloss map
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- Texture2D SpecularMap
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-
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- // Parallax/height map
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- Texture2D ParallaxMap
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-
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- //Set to true is parallax map is stored in the alpha channel of the normal map
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- Boolean PackedNormalParallax
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-
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- //Sets the relief height for parallax mapping
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- Float ParallaxHeight : 0.05
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-
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- //Set to true to activate Steep Parallax mapping
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- Boolean SteepParallax
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-
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- // Texture that specifies alpha values
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- Texture2D AlphaMap
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-
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- // Color ramp, will map diffuse and specular values through it.
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- Texture2D ColorRamp
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-
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- // Texture of the glowing parts of the material
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- Texture2D GlowMap
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-
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- // Set to Use Lightmap
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- Texture2D LightMap
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-
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- // Set to use TexCoord2 for the lightmap sampling
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- Boolean SeparateTexCoord
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-
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- // The glow color of the object
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- Color GlowColor
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-
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- // Parameters for fresnel
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- // X = bias
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- // Y = scale
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- // Z = power
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- Vector3 FresnelParams
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-
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- // Env Map for reflection
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- TextureCubeMap EnvMap
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-
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- // the env map is a spheremap and not a cube map
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- Boolean EnvMapAsSphereMap
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-
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- //shadows
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- Int FilterMode
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- Boolean HardwareShadows
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-
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- Texture2D ShadowMap0
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- Texture2D ShadowMap1
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- Texture2D ShadowMap2
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- Texture2D ShadowMap3
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- //pointLights
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- Texture2D ShadowMap4
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- Texture2D ShadowMap5
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-
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- Float ShadowIntensity
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- Vector4 Splits
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- Vector2 FadeInfo
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-
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- Matrix4 LightViewProjectionMatrix0
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- Matrix4 LightViewProjectionMatrix1
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- Matrix4 LightViewProjectionMatrix2
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- Matrix4 LightViewProjectionMatrix3
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- //pointLight
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- Matrix4 LightViewProjectionMatrix4
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- Matrix4 LightViewProjectionMatrix5
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- Vector3 LightPos
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- Vector3 LightDir
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-
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- Float PCFEdge
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- Float ShadowMapSize
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-
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- // For hardware skinning
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- Int NumberOfBones
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- Matrix4Array BoneMatrices
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- }
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-
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- Technique {
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-
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- LightMode MultiPass
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-
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- VertexShader GLSL100: Common/MatDefs/Light/Lighting.vert
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- FragmentShader GLSL100: Common/MatDefs/Light/Lighting.frag
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-
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- WorldParameters {
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- WorldViewProjectionMatrix
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- NormalMatrix
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- WorldViewMatrix
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- ViewMatrix
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- CameraPosition
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- WorldMatrix
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- }
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-
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- Defines {
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- LATC : LATC
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- VERTEX_COLOR : UseVertexColor
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- VERTEX_LIGHTING : VertexLighting
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- ATTENUATION : Attenuation
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- MATERIAL_COLORS : UseMaterialColors
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- V_TANGENT : VTangent
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- MINNAERT : Minnaert
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- WARDISO : WardIso
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- LOW_QUALITY : LowQuality
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- HQ_ATTENUATION : HighQuality
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-
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- DIFFUSEMAP : DiffuseMap
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- NORMALMAP : NormalMap
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- SPECULARMAP : SpecularMap
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- PARALLAXMAP : ParallaxMap
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- NORMALMAP_PARALLAX : PackedNormalParallax
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- STEEP_PARALLAX : SteepParallax
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- ALPHAMAP : AlphaMap
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- COLORRAMP : ColorRamp
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- LIGHTMAP : LightMap
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- SEPARATE_TEXCOORD : SeparateTexCoord
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-
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- USE_REFLECTION : EnvMap
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- SPHERE_MAP : SphereMap
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-
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- NUM_BONES : NumberOfBones
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- }
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- }
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-
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- Technique PreShadow {
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-
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- VertexShader GLSL100 : Common/MatDefs/Shadow/PreShadow.vert
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- FragmentShader GLSL100 : Common/MatDefs/Shadow/PreShadow.frag
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-
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- WorldParameters {
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- WorldViewProjectionMatrix
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- WorldViewMatrix
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- }
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-
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- Defines {
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- COLOR_MAP : ColorMap
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- DISCARD_ALPHA : AlphaDiscardThreshold
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- NUM_BONES : NumberOfBones
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- }
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-
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- ForcedRenderState {
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- FaceCull Off
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- DepthTest On
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- DepthWrite On
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- PolyOffset 5 3
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- ColorWrite Off
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- }
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-
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- }
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-
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-
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- Technique PostShadow15{
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- VertexShader GLSL150: Common/MatDefs/Shadow/PostShadow15.vert
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- FragmentShader GLSL150: Common/MatDefs/Shadow/PostShadow15.frag
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-
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- WorldParameters {
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- WorldViewProjectionMatrix
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- WorldMatrix
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- }
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-
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- Defines {
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- HARDWARE_SHADOWS : HardwareShadows
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- FILTER_MODE : FilterMode
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- PCFEDGE : PCFEdge
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- DISCARD_ALPHA : AlphaDiscardThreshold
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- COLOR_MAP : ColorMap
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- SHADOWMAP_SIZE : ShadowMapSize
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- FADE : FadeInfo
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- PSSM : Splits
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- POINTLIGHT : LightViewProjectionMatrix5
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- NUM_BONES : NumberOfBones
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- }
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-
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- ForcedRenderState {
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- Blend Modulate
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- DepthWrite Off
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- PolyOffset -0.1 0
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- }
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- }
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-
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- Technique PostShadow{
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- VertexShader GLSL100: Common/MatDefs/Shadow/PostShadow.vert
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- FragmentShader GLSL100: Common/MatDefs/Shadow/PostShadow.frag
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-
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- WorldParameters {
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- WorldViewProjectionMatrix
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- WorldMatrix
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- }
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-
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- Defines {
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- HARDWARE_SHADOWS : HardwareShadows
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- FILTER_MODE : FilterMode
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- PCFEDGE : PCFEdge
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- DISCARD_ALPHA : AlphaDiscardThreshold
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- COLOR_MAP : ColorMap
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- SHADOWMAP_SIZE : ShadowMapSize
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- FADE : FadeInfo
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- PSSM : Splits
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- POINTLIGHT : LightViewProjectionMatrix5
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- NUM_BONES : NumberOfBones
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- }
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-
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- ForcedRenderState {
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- Blend Modulate
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- DepthWrite Off
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- PolyOffset -0.1 0
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- }
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- }
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-
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- Technique PreNormalPass {
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-
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- VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert
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- FragmentShader GLSL100 : Common/MatDefs/SSAO/normal.frag
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-
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- WorldParameters {
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- WorldViewProjectionMatrix
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- WorldViewMatrix
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- NormalMatrix
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- }
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-
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- Defines {
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- DIFFUSEMAP_ALPHA : DiffuseMap
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- NUM_BONES : NumberOfBones
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- }
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-
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- }
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-
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-
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- Technique PreNormalPassDerivative {
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-
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- VertexShader GLSL100 : Common/MatDefs/MSSAO/normal.vert
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- FragmentShader GLSL100 : Common/MatDefs/MSSAO/normal.frag
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-
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- WorldParameters {
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- WorldViewProjectionMatrix
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- WorldViewMatrix
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- NormalMatrix
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- }
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-
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- Defines {
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- DIFFUSEMAP_ALPHA : DiffuseMap
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- NUM_BONES : NumberOfBones
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- }
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-
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- }
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-
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- Technique GBuf {
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-
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- VertexShader GLSL100: Common/MatDefs/Light/GBuf.vert
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- FragmentShader GLSL100: Common/MatDefs/Light/GBuf.frag
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-
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- WorldParameters {
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- WorldViewProjectionMatrix
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- NormalMatrix
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- WorldViewMatrix
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- WorldMatrix
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- }
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-
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- Defines {
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- VERTEX_COLOR : UseVertexColor
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- MATERIAL_COLORS : UseMaterialColors
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- V_TANGENT : VTangent
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- MINNAERT : Minnaert
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- WARDISO : WardIso
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-
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- DIFFUSEMAP : DiffuseMap
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- NORMALMAP : NormalMap
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- SPECULARMAP : SpecularMap
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- PARALLAXMAP : ParallaxMap
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- }
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- }
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-
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- Technique {
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- LightMode FixedPipeline
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- }
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-
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- Technique Glow {
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-
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- VertexShader GLSL100: Common/MatDefs/Misc/Unshaded.vert
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- FragmentShader GLSL100: Common/MatDefs/Light/Glow.frag
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-
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- WorldParameters {
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- WorldViewProjectionMatrix
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- }
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-
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- Defines {
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- NEED_TEXCOORD1
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- HAS_GLOWMAP : GlowMap
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- HAS_GLOWCOLOR : GlowColor
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-
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- NUM_BONES : NumberOfBones
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- }
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- }
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-
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+MaterialDef Phong Lighting {
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+
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+ MaterialParameters {
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+
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+ // Compute vertex lighting in the shader
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+ // For better performance
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+ Boolean VertexLighting
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+
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+ // Use more efficent algorithms to improve performance
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|
|
+ Boolean LowQuality
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|
|
+
|
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+ // Improve quality at the cost of performance
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+ Boolean HighQuality
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+
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+ // Output alpha from the diffuse map
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+ Boolean UseAlpha
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+
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+ // Alpha threshold for fragment discarding
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+ Float AlphaDiscardThreshold (AlphaTestFallOff)
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|
+
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+ // Normal map is in BC5/ATI2n/LATC/3Dc compression format
|
|
|
+ Boolean LATC
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+
|
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|
+ // Use the provided ambient, diffuse, and specular colors
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|
+ Boolean UseMaterialColors
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|
|
+
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|
+ // Activate shading along the tangent, instead of the normal
|
|
|
+ // Requires tangent data to be available on the model.
|
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|
+ Boolean VTangent
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|
|
+
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|
|
+ // Use minnaert diffuse instead of lambert
|
|
|
+ Boolean Minnaert
|
|
|
+
|
|
|
+ // Use ward specular instead of phong
|
|
|
+ Boolean WardIso
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|
|
+
|
|
|
+ // Use vertex color as an additional diffuse color.
|
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+ Boolean UseVertexColor
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+
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+ // Ambient color
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+ Color Ambient (MaterialAmbient)
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+
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+ // Diffuse color
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+ Color Diffuse (MaterialDiffuse)
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+
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+ // Specular color
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+ Color Specular (MaterialSpecular)
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+
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+ // Specular power/shininess
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+ Float Shininess (MaterialShininess) : 1
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+
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+ // Diffuse map
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+ Texture2D DiffuseMap
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+
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+ // Normal map
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+ Texture2D NormalMap -LINEAR
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+
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+ // Specular/gloss map
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+ Texture2D SpecularMap
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+
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+ // Parallax/height map
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+ Texture2D ParallaxMap -LINEAR
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+
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+ //Set to true is parallax map is stored in the alpha channel of the normal map
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+ Boolean PackedNormalParallax
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+
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+ //Sets the relief height for parallax mapping
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+ Float ParallaxHeight : 0.05
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+
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+ //Set to true to activate Steep Parallax mapping
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+ Boolean SteepParallax
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+
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+ // Texture that specifies alpha values
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+ Texture2D AlphaMap -LINEAR
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+
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+ // Color ramp, will map diffuse and specular values through it.
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+ Texture2D ColorRamp
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+
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+ // Texture of the glowing parts of the material
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+ Texture2D GlowMap
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+
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+ // Set to Use Lightmap
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+ Texture2D LightMap
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+
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+ // Set to use TexCoord2 for the lightmap sampling
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+ Boolean SeparateTexCoord
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+
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+ // The glow color of the object
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+ Color GlowColor
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+
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+ // Parameters for fresnel
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+ // X = bias
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+ // Y = scale
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+ // Z = power
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+ Vector3 FresnelParams
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+
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+ // Env Map for reflection
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+ TextureCubeMap EnvMap
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+
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+ // the env map is a spheremap and not a cube map
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+ Boolean EnvMapAsSphereMap
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+
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+ //shadows
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+ Int FilterMode
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+ Boolean HardwareShadows
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+
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+ Texture2D ShadowMap0
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+ Texture2D ShadowMap1
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+ Texture2D ShadowMap2
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+ Texture2D ShadowMap3
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+ //pointLights
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+ Texture2D ShadowMap4
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+ Texture2D ShadowMap5
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+
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+ Float ShadowIntensity
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+ Vector4 Splits
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+ Vector2 FadeInfo
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+
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+ Matrix4 LightViewProjectionMatrix0
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+ Matrix4 LightViewProjectionMatrix1
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+ Matrix4 LightViewProjectionMatrix2
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+ Matrix4 LightViewProjectionMatrix3
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+ //pointLight
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+ Matrix4 LightViewProjectionMatrix4
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+ Matrix4 LightViewProjectionMatrix5
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+ Vector3 LightPos
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+ Vector3 LightDir
|
|
|
+
|
|
|
+ Float PCFEdge
|
|
|
+ Float ShadowMapSize
|
|
|
+
|
|
|
+ // For hardware skinning
|
|
|
+ Int NumberOfBones
|
|
|
+ Matrix4Array BoneMatrices
|
|
|
+ }
|
|
|
+
|
|
|
+ Technique {
|
|
|
+
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|
|
+ LightMode MultiPass
|
|
|
+
|
|
|
+ VertexShader GLSL100: Common/MatDefs/Light/Lighting.vert
|
|
|
+ FragmentShader GLSL100: Common/MatDefs/Light/Lighting.frag
|
|
|
+
|
|
|
+ WorldParameters {
|
|
|
+ WorldViewProjectionMatrix
|
|
|
+ NormalMatrix
|
|
|
+ WorldViewMatrix
|
|
|
+ ViewMatrix
|
|
|
+ CameraPosition
|
|
|
+ WorldMatrix
|
|
|
+ }
|
|
|
+
|
|
|
+ Defines {
|
|
|
+ LATC : LATC
|
|
|
+ VERTEX_COLOR : UseVertexColor
|
|
|
+ VERTEX_LIGHTING : VertexLighting
|
|
|
+ ATTENUATION : Attenuation
|
|
|
+ MATERIAL_COLORS : UseMaterialColors
|
|
|
+ V_TANGENT : VTangent
|
|
|
+ MINNAERT : Minnaert
|
|
|
+ WARDISO : WardIso
|
|
|
+ LOW_QUALITY : LowQuality
|
|
|
+ HQ_ATTENUATION : HighQuality
|
|
|
+
|
|
|
+ DIFFUSEMAP : DiffuseMap
|
|
|
+ NORMALMAP : NormalMap
|
|
|
+ SPECULARMAP : SpecularMap
|
|
|
+ PARALLAXMAP : ParallaxMap
|
|
|
+ NORMALMAP_PARALLAX : PackedNormalParallax
|
|
|
+ STEEP_PARALLAX : SteepParallax
|
|
|
+ ALPHAMAP : AlphaMap
|
|
|
+ COLORRAMP : ColorRamp
|
|
|
+ LIGHTMAP : LightMap
|
|
|
+ SEPARATE_TEXCOORD : SeparateTexCoord
|
|
|
+
|
|
|
+ USE_REFLECTION : EnvMap
|
|
|
+ SPHERE_MAP : SphereMap
|
|
|
+
|
|
|
+ NUM_BONES : NumberOfBones
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ Technique PreShadow {
|
|
|
+
|
|
|
+ VertexShader GLSL100 : Common/MatDefs/Shadow/PreShadow.vert
|
|
|
+ FragmentShader GLSL100 : Common/MatDefs/Shadow/PreShadow.frag
|
|
|
+
|
|
|
+ WorldParameters {
|
|
|
+ WorldViewProjectionMatrix
|
|
|
+ WorldViewMatrix
|
|
|
+ }
|
|
|
+
|
|
|
+ Defines {
|
|
|
+ COLOR_MAP : ColorMap
|
|
|
+ DISCARD_ALPHA : AlphaDiscardThreshold
|
|
|
+ NUM_BONES : NumberOfBones
|
|
|
+ }
|
|
|
+
|
|
|
+ ForcedRenderState {
|
|
|
+ FaceCull Off
|
|
|
+ DepthTest On
|
|
|
+ DepthWrite On
|
|
|
+ PolyOffset 5 3
|
|
|
+ ColorWrite Off
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ Technique PostShadow15{
|
|
|
+ VertexShader GLSL150: Common/MatDefs/Shadow/PostShadow15.vert
|
|
|
+ FragmentShader GLSL150: Common/MatDefs/Shadow/PostShadow15.frag
|
|
|
+
|
|
|
+ WorldParameters {
|
|
|
+ WorldViewProjectionMatrix
|
|
|
+ WorldMatrix
|
|
|
+ }
|
|
|
+
|
|
|
+ Defines {
|
|
|
+ HARDWARE_SHADOWS : HardwareShadows
|
|
|
+ FILTER_MODE : FilterMode
|
|
|
+ PCFEDGE : PCFEdge
|
|
|
+ DISCARD_ALPHA : AlphaDiscardThreshold
|
|
|
+ COLOR_MAP : ColorMap
|
|
|
+ SHADOWMAP_SIZE : ShadowMapSize
|
|
|
+ FADE : FadeInfo
|
|
|
+ PSSM : Splits
|
|
|
+ POINTLIGHT : LightViewProjectionMatrix5
|
|
|
+ NUM_BONES : NumberOfBones
|
|
|
+ }
|
|
|
+
|
|
|
+ ForcedRenderState {
|
|
|
+ Blend Modulate
|
|
|
+ DepthWrite Off
|
|
|
+ PolyOffset -0.1 0
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ Technique PostShadow{
|
|
|
+ VertexShader GLSL100: Common/MatDefs/Shadow/PostShadow.vert
|
|
|
+ FragmentShader GLSL100: Common/MatDefs/Shadow/PostShadow.frag
|
|
|
+
|
|
|
+ WorldParameters {
|
|
|
+ WorldViewProjectionMatrix
|
|
|
+ WorldMatrix
|
|
|
+ }
|
|
|
+
|
|
|
+ Defines {
|
|
|
+ HARDWARE_SHADOWS : HardwareShadows
|
|
|
+ FILTER_MODE : FilterMode
|
|
|
+ PCFEDGE : PCFEdge
|
|
|
+ DISCARD_ALPHA : AlphaDiscardThreshold
|
|
|
+ COLOR_MAP : ColorMap
|
|
|
+ SHADOWMAP_SIZE : ShadowMapSize
|
|
|
+ FADE : FadeInfo
|
|
|
+ PSSM : Splits
|
|
|
+ POINTLIGHT : LightViewProjectionMatrix5
|
|
|
+ NUM_BONES : NumberOfBones
|
|
|
+ }
|
|
|
+
|
|
|
+ ForcedRenderState {
|
|
|
+ Blend Modulate
|
|
|
+ DepthWrite Off
|
|
|
+ PolyOffset -0.1 0
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ Technique PreNormalPass {
|
|
|
+
|
|
|
+ VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert
|
|
|
+ FragmentShader GLSL100 : Common/MatDefs/SSAO/normal.frag
|
|
|
+
|
|
|
+ WorldParameters {
|
|
|
+ WorldViewProjectionMatrix
|
|
|
+ WorldViewMatrix
|
|
|
+ NormalMatrix
|
|
|
+ }
|
|
|
+
|
|
|
+ Defines {
|
|
|
+ DIFFUSEMAP_ALPHA : DiffuseMap
|
|
|
+ NUM_BONES : NumberOfBones
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ Technique PreNormalPassDerivative {
|
|
|
+
|
|
|
+ VertexShader GLSL100 : Common/MatDefs/MSSAO/normal.vert
|
|
|
+ FragmentShader GLSL100 : Common/MatDefs/MSSAO/normal.frag
|
|
|
+
|
|
|
+ WorldParameters {
|
|
|
+ WorldViewProjectionMatrix
|
|
|
+ WorldViewMatrix
|
|
|
+ NormalMatrix
|
|
|
+ }
|
|
|
+
|
|
|
+ Defines {
|
|
|
+ DIFFUSEMAP_ALPHA : DiffuseMap
|
|
|
+ NUM_BONES : NumberOfBones
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ Technique GBuf {
|
|
|
+
|
|
|
+ VertexShader GLSL100: Common/MatDefs/Light/GBuf.vert
|
|
|
+ FragmentShader GLSL100: Common/MatDefs/Light/GBuf.frag
|
|
|
+
|
|
|
+ WorldParameters {
|
|
|
+ WorldViewProjectionMatrix
|
|
|
+ NormalMatrix
|
|
|
+ WorldViewMatrix
|
|
|
+ WorldMatrix
|
|
|
+ }
|
|
|
+
|
|
|
+ Defines {
|
|
|
+ VERTEX_COLOR : UseVertexColor
|
|
|
+ MATERIAL_COLORS : UseMaterialColors
|
|
|
+ V_TANGENT : VTangent
|
|
|
+ MINNAERT : Minnaert
|
|
|
+ WARDISO : WardIso
|
|
|
+
|
|
|
+ DIFFUSEMAP : DiffuseMap
|
|
|
+ NORMALMAP : NormalMap
|
|
|
+ SPECULARMAP : SpecularMap
|
|
|
+ PARALLAXMAP : ParallaxMap
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ Technique {
|
|
|
+ LightMode FixedPipeline
|
|
|
+ }
|
|
|
+
|
|
|
+ Technique Glow {
|
|
|
+
|
|
|
+ VertexShader GLSL100: Common/MatDefs/Misc/Unshaded.vert
|
|
|
+ FragmentShader GLSL100: Common/MatDefs/Light/Glow.frag
|
|
|
+
|
|
|
+ WorldParameters {
|
|
|
+ WorldViewProjectionMatrix
|
|
|
+ }
|
|
|
+
|
|
|
+ Defines {
|
|
|
+ NEED_TEXCOORD1
|
|
|
+ HAS_GLOWMAP : GlowMap
|
|
|
+ HAS_GLOWCOLOR : GlowColor
|
|
|
+
|
|
|
+ NUM_BONES : NumberOfBones
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
}
|