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@@ -120,8 +120,8 @@ MaterialDef Phong Lighting {
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Technique {
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LightMode SinglePass
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- VertexShader GLSL100: Common/MatDefs/Light/SPLighting.vert
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- FragmentShader GLSL100: Common/MatDefs/Light/SPLighting.frag
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+ VertexShader GLSL100 GLSL150: Common/MatDefs/Light/SPLighting.vert
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+ FragmentShader GLSL100 GLSL150: Common/MatDefs/Light/SPLighting.frag
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WorldParameters {
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WorldViewProjectionMatrix
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@@ -159,8 +159,8 @@ MaterialDef Phong Lighting {
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LightMode MultiPass
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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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+ VertexShader GLSL100 GLSL150: Common/MatDefs/Light/Lighting.vert
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+ FragmentShader GLSL100 GLSL150: Common/MatDefs/Light/Lighting.frag
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WorldParameters {
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WorldViewProjectionMatrix
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@@ -194,12 +194,10 @@ MaterialDef Phong Lighting {
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}
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}
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-
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-
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Technique PreShadow {
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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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+ VertexShader GLSL100 GLSL150 : Common/MatDefs/Shadow/PreShadow.vert
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+ FragmentShader GLSL100 GLSL150 : Common/MatDefs/Shadow/PreShadow.frag
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WorldParameters {
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WorldViewProjectionMatrix
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@@ -226,8 +224,8 @@ MaterialDef Phong Lighting {
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Technique PostShadow {
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- VertexShader GLSL150: Common/MatDefs/Shadow/PostShadow.vert
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- FragmentShader GLSL150: Common/MatDefs/Shadow/PostShadow.frag
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+ VertexShader GLSL100 GLSL150: Common/MatDefs/Shadow/PostShadow.vert
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+ FragmentShader GLSL100 GLSL150: Common/MatDefs/Shadow/PostShadow.frag
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WorldParameters {
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WorldViewProjectionMatrix
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@@ -258,43 +256,11 @@ MaterialDef Phong Lighting {
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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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- ViewProjectionMatrix
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- ViewMatrix
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- NormalMatrix
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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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- 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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- INSTANCING : UseInstancing
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- BACKFACE_SHADOWS: BackfaceShadows
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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 PreNormalPass {
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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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+ VertexShader GLSL100 GLSL150 : Common/MatDefs/SSAO/normal.vert
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+ FragmentShader GLSL100 GLSL150 : Common/MatDefs/SSAO/normal.frag
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WorldParameters {
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WorldViewProjectionMatrix
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@@ -312,54 +278,10 @@ MaterialDef Phong Lighting {
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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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- ViewProjectionMatrix
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- ViewMatrix
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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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- INSTANCING : UseInstancing
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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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- 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 Glow {
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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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+ VertexShader GLSL100 GLSL150: Common/MatDefs/Misc/Unshaded.vert
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+ FragmentShader GLSL100 GLSL150: Common/MatDefs/Light/Glow.frag
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WorldParameters {
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WorldViewProjectionMatrix
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