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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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//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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Float PCFEdge |
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Float ShadowMapSize |
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} |
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Technique { |
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@ -49,10 +78,95 @@ MaterialDef Unshaded { |
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NormalMatrix |
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} |
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RenderState { |
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Defines { |
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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/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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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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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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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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Technique Glow { |
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