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@ -196,9 +196,9 @@ MaterialDef PBR Lighting { |
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} |
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Technique PostShadow{ |
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VertexShader GLSL310 GLSL300 GLSL150: Common/MatDefs/Shadow/PostShadow.vert |
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FragmentShader GLSL310 GLSL300 GLSL150: Common/MatDefs/Shadow/PostShadowPBR.frag |
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Technique PostShadow { |
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VertexShader GLSL310 GLSL300 GLSL100 GLSL150: Common/MatDefs/Shadow/PostShadow.vert |
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FragmentShader GLSL310 GLSL300 GLSL100 GLSL150: Common/MatDefs/Shadow/PostShadowPBR.frag |
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WorldParameters { |
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WorldViewProjectionMatrix |
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@ -213,7 +213,6 @@ MaterialDef PBR Lighting { |
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PCFEDGE : PCFEdge |
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DISCARD_ALPHA : AlphaDiscardThreshold |
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SHADOWMAP_SIZE : ShadowMapSize |
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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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@ -231,40 +230,6 @@ MaterialDef PBR 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/PostShadowPBR.frag |
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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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} |
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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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NUM_MORPH_TARGETS: NumberOfMorphTargets |
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NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers |
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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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