One can now mark a texture param in a material definition as linear by using -Linear at the end of the parameter declaration (case insensitive). An Image bound to a material texture param in a linear color space will have its ColorSpace set to linear when bound to the material by mat.setTexture("name", texture); Added the -LINEAR flag to all texture param that needed it in stock materials (lighting.j3md, terrainLighting.j3md, different Filter materials).experimental
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@ -0,0 +1,40 @@ |
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/* |
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* Copyright (c) 2009-2012 jMonkeyEngine |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions are |
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* met: |
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* |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* |
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* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
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* |
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
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* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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package com.jme3.texture.image; |
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|
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|
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public enum ColorSpace{ |
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|
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sRGB, |
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Linear |
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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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// Color ramp, will map diffuse and specular values through it. |
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Texture2D ColorRamp |
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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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// Set to use TexCoord2 for the lightmap sampling |
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Boolean SeparateTexCoord |
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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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// the env map is a spheremap and not a cube map |
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Boolean EnvMapAsSphereMap |
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//shadows |
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Int FilterMode |
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Boolean HardwareShadows |
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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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Float ShadowIntensity |
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Vector4 Splits |
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Vector2 FadeInfo |
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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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Float PCFEdge |
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Float ShadowMapSize |
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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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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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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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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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USE_REFLECTION : EnvMap |
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SPHERE_MAP : SphereMap |
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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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WorldParameters { |
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WorldViewProjectionMatrix |
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WorldViewMatrix |
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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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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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WorldParameters { |
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WorldViewProjectionMatrix |
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WorldMatrix |
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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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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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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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VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert |
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FragmentShader GLSL100 : Common/MatDefs/SSAO/normal.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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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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Technique PreNormalPassDerivative { |
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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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WorldParameters { |
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WorldViewProjectionMatrix |
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WorldViewMatrix |
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NormalMatrix |
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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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Technique GBuf { |
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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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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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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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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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Technique { |
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LightMode FixedPipeline |
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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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WorldParameters { |
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WorldViewProjectionMatrix |
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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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NUM_BONES : NumberOfBones |
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} |
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} |
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MaterialDef Phong Lighting { |
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MaterialParameters { |
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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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// Use more efficent algorithms to improve performance |
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Boolean LowQuality |
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// Improve quality at the cost of performance |
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Boolean HighQuality |
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// Output alpha from the diffuse map |
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Boolean UseAlpha |
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// Alpha threshold for fragment discarding |
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Float AlphaDiscardThreshold (AlphaTestFallOff) |
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// Normal map is in BC5/ATI2n/LATC/3Dc compression format |
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Boolean LATC |
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// Use the provided ambient, diffuse, and specular colors |
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Boolean UseMaterialColors |
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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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// Use minnaert diffuse instead of lambert |
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Boolean Minnaert |
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// Use ward specular instead of phong |
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Boolean WardIso |
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// Use vertex color as an additional diffuse color. |
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Boolean UseVertexColor |
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// Ambient color |
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Color Ambient (MaterialAmbient) |
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// Diffuse color |
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Color Diffuse (MaterialDiffuse) |
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// Specular color |
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Color Specular (MaterialSpecular) |
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// Specular power/shininess |
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Float Shininess (MaterialShininess) : 1 |
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// Diffuse map |
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Texture2D DiffuseMap |
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// Normal map |
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Texture2D NormalMap -LINEAR |
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// Specular/gloss map |
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Texture2D SpecularMap |
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// Parallax/height map |
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Texture2D ParallaxMap -LINEAR |
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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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//Sets the relief height for parallax mapping |
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Float ParallaxHeight : 0.05 |
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//Set to true to activate Steep Parallax mapping |
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Boolean SteepParallax |
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// Texture that specifies alpha values |
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Texture2D AlphaMap -LINEAR |
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// Color ramp, will map diffuse and specular values through it. |
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Texture2D ColorRamp |
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// Texture of the glowing parts of the material |
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Texture2D GlowMap |
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// Set to Use Lightmap |
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Texture2D LightMap |
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// Set to use TexCoord2 for the lightmap sampling |
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Boolean SeparateTexCoord |
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// The glow color of the object |
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Color GlowColor |
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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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// Env Map for reflection |
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TextureCubeMap EnvMap |
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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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//shadows |
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Int FilterMode |
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Boolean HardwareShadows |
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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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Float ShadowIntensity |
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Vector4 Splits |
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Vector2 FadeInfo |
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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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Float PCFEdge |
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Float ShadowMapSize |
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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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Technique { |
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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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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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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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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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USE_REFLECTION : EnvMap |
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SPHERE_MAP : SphereMap |
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NUM_BONES : NumberOfBones |
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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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WorldParameters { |
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WorldViewProjectionMatrix |
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WorldViewMatrix |
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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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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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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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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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} |
||||
|
||||
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 |
||||
} |
||||
} |
||||
|
||||
} |
Loading…
Reference in new issue