blob: 4b836f0872f1e602e51b643f7b7ae859845c221a [file] [log] [blame]
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
}
Technique {
VertexShader GLSL100: Common/MatDefs/Terrain/HeightBasedTerrain.vert
FragmentShader GLSL100: Common/MatDefs/Terrain/HeightBasedTerrain.frag
WorldParameters {
WorldViewProjectionMatrix
WorldMatrix
NormalMatrix
}
}
Technique FixedFunc {
}
}