blob: 19af9bf7242b5b6e7ffd29f7e39bb8221dc7d769 [file] [log] [blame]
MaterialDef Unshaded {
MaterialParameters {
TextureArray ColorMap
Texture2D LightMap
Color Color (Color)
Boolean VertexColor
Boolean SeparateTexCoord
// Texture of the glowing parts of the material
Texture2D GlowMap
// The glow color of the object
Color GlowColor
}
Technique {
VertexShader GLSL100: jme3test/texture/UnshadedArray.vert
FragmentShader GLSL100: jme3test/texture/UnshadedArray.frag
WorldParameters {
WorldViewProjectionMatrix
}
Defines {
SEPARATE_TEXCOORD : SeparateTexCoord
HAS_COLORMAP : ColorMap
HAS_LIGHTMAP : LightMap
HAS_VERTEXCOLOR : VertexColor
HAS_COLOR : Color
}
}
Technique PreNormalPass {
VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert
FragmentShader GLSL100 : Common/MatDefs/SSAO/normal.frag
WorldParameters {
WorldViewProjectionMatrix
WorldViewMatrix
NormalMatrix
}
RenderState {
}
}
Technique Glow {
VertexShader GLSL100: Cjme3test/texture/UnshadedArray.vert
FragmentShader GLSL100: Common/MatDefs/Light/Glow.frag
WorldParameters {
WorldViewProjectionMatrix
}
Defines {
HAS_GLOWMAP : GlowMap
HAS_GLOWCOLOR : GlowColor
HAS_COLORMAP // Must be passed so that Unshaded.vert exports texCoord.
}
}
Technique FixedFunc {
}
}