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@@ -7,7 +7,7 @@ MaterialDef Phong Lighting {
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Boolean VertexLighting
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// Alpha threshold for fragment discarding
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- Float AlphaDiscardThreshold (AlphaTestFallOff)
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+ Float AlphaDiscardThreshold
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// Use the provided ambient, diffuse, and specular colors
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Boolean UseMaterialColors
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@@ -16,16 +16,16 @@ MaterialDef Phong Lighting {
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Boolean UseVertexColor
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// Ambient color
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- Color Ambient (MaterialAmbient)
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+ Color Ambient
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// Diffuse color
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- Color Diffuse (MaterialDiffuse)
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+ Color Diffuse
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// Specular color
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- Color Specular (MaterialSpecular)
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+ Color Specular
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// Specular power/shininess
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- Float Shininess (MaterialShininess) : 1
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+ Float Shininess : 1
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// Diffuse map
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Texture2D DiffuseMap
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