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199 lines
5.6 KiB
199 lines
5.6 KiB
MaterialDef bad-booleans1 {
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MaterialParameters {
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Texture2D ColorMap
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Texture2D LightMap
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Color Color (Color)
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Boolean VertexColor (UseVertexColor)
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Float PointSize : 1.0
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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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// For instancing
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Boolean UseInstancing
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// For hardware skinning
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Int NumberOfBones
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Matrix4Array BoneMatrices
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// For Morph animation
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FloatArray MorphWeights
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Int NumberOfMorphTargets
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Int NumberOfTargetsBuffers
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// Alpha threshold for fragment discarding
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Float AlphaDiscardThreshold (AlphaTestFallOff)
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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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Boolean BackfaceShadows: true
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}
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Technique {
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VertexShader GLSL100 GLSL150: Common/MatDefs/Misc/Unshaded.vert
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FragmentShader GLSL100 GLSL150: Common/MatDefs/Misc/Unshaded.frag
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WorldParameters {
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WorldViewProjectionMatrix
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ViewProjectionMatrix
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ViewMatrix
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}
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Defines {
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INSTANCING : UseInstancing
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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_POINTSIZE : PointSize
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HAS_COLOR : Color
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NUM_BONES : NumberOfBones
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DISCARD_ALPHA : AlphaDiscardThreshold
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NUM_MORPH_TARGETS: NumberOfMorphTargets
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NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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}
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}
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Technique PreNormalPass {
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VertexShader GLSL100 GLSL150 : Common/MatDefs/SSAO/normal.vert
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FragmentShader GLSL100 GLSL150 : 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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ViewProjectionMatrix
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ViewMatrix
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}
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Defines {
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NUM_BONES : NumberOfBones
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INSTANCING : UseInstancing
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NUM_MORPH_TARGETS: NumberOfMorphTargets
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NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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}
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}
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Technique PreShadow {
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VertexShader GLSL100 GLSL150 : Common/MatDefs/Shadow/PreShadow.vert
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FragmentShader GLSL100 GLSL150 : Common/MatDefs/Shadow/PreShadow.frag
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WorldParameters {
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WorldViewProjectionMatrix
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WorldViewMatrix
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ViewProjectionMatrix
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ViewMatrix
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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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INSTANCING : UseInstancing
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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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FaceCull Off
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DepthTest yes
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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 PostShadow {
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VertexShader GLSL100 GLSL150: Common/MatDefs/Shadow/PostShadow.vert
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FragmentShader GLSL100 GLSL150: Common/MatDefs/Shadow/PostShadow.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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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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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 Glow {
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VertexShader GLSL100 GLSL150: Common/MatDefs/Misc/Unshaded.vert
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FragmentShader GLSL100 GLSL150: Common/MatDefs/Light/Glow.frag
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WorldParameters {
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WorldViewProjectionMatrix
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ViewProjectionMatrix
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ViewMatrix
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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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INSTANCING : UseInstancing
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HAS_POINTSIZE : PointSize
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NUM_MORPH_TARGETS: NumberOfMorphTargets
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NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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}
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}
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} |