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- MaterialDef Lighting {
- MaterialParameters {
- Boolean Sparkle
- // Attributes
- Texture2D GlobalAttributesMap
- // Texture of the lit parts
- Texture3D LightMap0
- Texture3D LightMap1
- Texture3D LightMap2
- Texture3D LightMap3
- Texture3D LightMap4
- Texture3D LightMap5
- Texture3D LightMap6
- Texture3D LightMap7
- Texture3D LightMap8
- Boolean Holographic
- Color HolographicColor
- TextureArray DiffuseTextures
- Texture2D DiffuseTexture
- TextureArray GlowTextures
- TextureArray SpecularTextures
- TextureArray SpecularWithSparklingTextures
- //Additional vector for fallen items
- Vector3 ShiftVector
- Matrix3 ShiftRotation
- Float LightMapNormalMultiplicator
- }
- Technique {
- VertexShader GLSL150: MatDefs/Lighting.vert
- FragmentShader GLSL150: MatDefs/Lighting.frag
- WorldParameters {
- WorldViewProjectionMatrix
- NormalMatrix
- WorldViewMatrix
- ViewMatrix
- ProjectionMatrix
- CameraPosition
- WorldMatrix
- Time
- }
- Defines {
- LIGHTMAPSHADING : LightMap0
- TEXTUREATLAS : DiffuseTextures
- SHIFT : ShiftVector
- }
- }
- Technique PreNormalPass {
- VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert
- FragmentShader GLSL100 : Common/MatDefs/SSAO/normal.frag
- WorldParameters {
- WorldViewProjectionMatrix
- WorldViewMatrix
- NormalMatrix
- }
- Defines {
- DIFFUSEMAP_ALPHA : DiffuseMap
- }
- RenderState {
- }
- }
- }
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