MaterialDef Phong Lighting Deferred { | |
MaterialParameters { | |
// Use more efficent algorithms to improve performance | |
Boolean LowQuality | |
// Improve quality at the cost of performance | |
Boolean HighQuality | |
// Activate shading along the tangent, instead of the normal | |
// Requires tangent data to be available on the model. | |
Boolean VTangent | |
// Use minnaert diffuse instead of lambert | |
Boolean Minnaert | |
// Use ward specular instead of phong | |
Boolean WardIso | |
Texture2D DiffuseData | |
Texture2D SpecularData | |
Texture2D NormalData | |
Texture2D DepthData | |
Vector3 FrustumCorner | |
Vector2 FrustumNearFar | |
Matrix4 ViewProjectionMatrixInverse | |
// Color ramp, will map diffuse and specular values through it. | |
Texture2D ColorRamp | |
} | |
Technique { | |
LightMode MultiPass | |
VertexShader GLSL100: Common/MatDefs/Light/Deferred.vert | |
FragmentShader GLSL100: Common/MatDefs/Light/Deferred.frag | |
WorldParameters { | |
WorldViewProjectionMatrix | |
WorldViewMatrix | |
ViewMatrix | |
CameraPosition | |
} | |
Defines { | |
ATTENUATION : Attenuation | |
V_TANGENT : VTangent | |
MINNAERT : Minnaert | |
WARDISO : WardIso | |
LOW_QUALITY : LowQuality | |
HQ_ATTENUATION : HighQuality | |
COLORRAMP : ColorRamp | |
} | |
} | |
Technique FixedFunc { | |
} | |
} |