blob: c386a61657ead882b16eabbb017e59f0274d6c45 [file] [log] [blame]
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 {
}
}