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- MaterialDef Terrain {
- // Parameters to material:
- // regionXColorMap: X = 1..4 the texture that should be appliad to state X
- // regionX: a Vector3f containing the following information:
- // regionX.x: the start height of the region
- // regionX.y: the end height of the region
- // regionX.z: the texture scale for the region
- // it might not be the most elegant way for storing these 3 values, but it packs the data nicely :)
- // slopeColorMap: the texture to be used for cliffs, and steep mountain sites
- // slopeTileFactor: the texture scale for slopes
- // terrainSize: the total size of the terrain (used for scaling the texture)
- MaterialParameters {
- Texture2D region1ColorMap
- Texture2D region2ColorMap
- Texture2D region3ColorMap
- Texture2D region4ColorMap
- Texture2D slopeColorMap
- Float slopeTileFactor
- Float terrainSize
- Vector3 region1
- Vector3 region2
- Vector3 region3
- Vector3 region4
- Float maxSlopeAngle
- Float minSlopeAngle
- }
- Technique {
- LightMode MultiPass
- VertexShader GLSL100: Shaders/HeightBasedCustom.vert
- FragmentShader GLSL100: Shaders/HeightBasedCustom.frag
- WorldParameters {
- WorldViewProjectionMatrix
- WorldMatrix
- NormalMatrix
- }
- }
- Technique {
- }
- }
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