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- MaterialDef Post Shadow {
- MaterialParameters {
- Int FilterMode
- Boolean HardwareShadows
- Texture2D ShadowMap0
- Texture2D ShadowMap1
- Texture2D ShadowMap2
- Texture2D ShadowMap3
- //pointLights
- Texture2D ShadowMap4
- Texture2D ShadowMap5
- Float ShadowIntensity
- Vector4 Splits
- Vector2 FadeInfo
- Matrix4 LightViewProjectionMatrix0
- Matrix4 LightViewProjectionMatrix1
- Matrix4 LightViewProjectionMatrix2
- Matrix4 LightViewProjectionMatrix3
- //pointLight
- Matrix4 LightViewProjectionMatrix4
- Matrix4 LightViewProjectionMatrix5
- Vector3 LightPos
- Float PCFEdge
- Float ShadowMapSize
- Int LightCount
- Float LightRadius
- }
- Technique {
- VertexShader GLSL150: MatDefs/Shadow/PostShadowMS.vert
- FragmentShader GLSL150: MatDefs/Shadow/PostShadowMS15.frag
- WorldParameters {
- WorldViewProjectionMatrix
- WorldMatrix
- }
- Defines {
- HARDWARE_SHADOWS : HardwareShadows
- FILTER_MODE : FilterMode
- PCFEDGE : PCFEdge
- SHADOWMAP_SIZE : ShadowMapSize
- FADE : FadeInfo
- PSSM : Splits
- POINTLIGHT : LightViewProjectionMatrix5
- NUM_LIGHTS: LightCount
- }
- RenderState {
- Blend Modulate
- DepthWrite Off
- PolyOffset -0.1 0
- }
- }
- Technique {
- VertexShader GLSL100: MatDefs/Shadow/PostShadowMS.vert
- FragmentShader GLSL100: MatDefs/Shadow/PostShadowMS.frag
- WorldParameters {
- WorldViewProjectionMatrix
- WorldMatrix
- }
- Defines {
- HARDWARE_SHADOWS : HardwareShadows
- FILTER_MODE : FilterMode
- PCFEDGE : PCFEdge
- SHADOWMAP_SIZE : ShadowMapSize
- FADE : FadeInfo
- PSSM : Splits
- POINTLIGHT : LightViewProjectionMatrix5
- NUM_LIGHTS: LightCount
- }
- RenderState {
- Blend Modulate
- DepthWrite Off
- PolyOffset -0.1 0
- }
- }
- }
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