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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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