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@@ -15,6 +15,35 @@ MaterialDef Unshaded {
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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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+ //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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+
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+ Float PCFEdge
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+
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+ Float ShadowMapSize
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}
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Technique {
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@@ -38,21 +67,106 @@ MaterialDef Unshaded {
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Technique {
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}
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- Technique PreNormalPass {
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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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+ 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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- VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert
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- FragmentShader GLSL100 : Common/MatDefs/SSAO/normal.frag
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+ Technique PostShadow15{
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+ VertexShader GLSL150: Common/MatDefs/Shadow/PostShadow.vert
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+ FragmentShader GLSL150: Common/MatDefs/Shadow/PostShadow15.frag
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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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+ 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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- RenderState {
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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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+ 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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Technique Glow {
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