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66 lines
1.6 KiB
66 lines
1.6 KiB
MaterialDef Unshaded {
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MaterialParameters {
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TextureArray ColorMap
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Texture2D LightMap
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Color Color (Color)
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Boolean VertexColor
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Boolean SeparateTexCoord
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// Texture of the glowing parts of the material
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Texture2D GlowMap
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// The glow color of the object
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Color GlowColor
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}
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Technique {
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VertexShader GLSL100: jme3test/texture/UnshadedArray.vert
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FragmentShader GLSL100: jme3test/texture/UnshadedArray.frag
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WorldParameters {
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WorldViewProjectionMatrix
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}
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Defines {
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SEPARATE_TEXCOORD : SeparateTexCoord
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HAS_COLORMAP : ColorMap
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HAS_LIGHTMAP : LightMap
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HAS_VERTEXCOLOR : VertexColor
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HAS_COLOR : Color
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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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RenderState {
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}
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}
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Technique Glow {
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VertexShader GLSL100: Cjme3test/texture/UnshadedArray.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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HAS_GLOWMAP : GlowMap
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HAS_GLOWCOLOR : GlowColor
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HAS_COLORMAP // Must be passed so that Unshaded.vert exports texCoord.
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}
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}
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} |