blob: 73674f9bfba269c3fd371485775980d4c0fb5b37 [file] [log] [blame]
MaterialDef Point Sprite {
MaterialParameters {
Texture2D Texture
Float Quadratic
Boolean PointSprite
//only used for soft particles
Texture2D DepthTexture
Float Softness
// Texture of the glowing parts of the material
Texture2D GlowMap
// The glow color of the object
Color GlowColor
}
Technique {
VertexShader GLSL100 : Common/MatDefs/Misc/Particle.vert
FragmentShader GLSL120 : Common/MatDefs/Misc/Particle.frag
WorldParameters {
WorldViewProjectionMatrix
WorldViewMatrix
WorldMatrix
CameraPosition
}
RenderState {
Blend AlphaAdditive
DepthWrite Off
PointSprite On
// AlphaTestFalloff 0.01
}
Defines {
USE_TEXTURE : Texture
POINT_SPRITE : PointSprite
}
}
Technique {
VertexShader GLSL100 : Common/MatDefs/Misc/Particle.vert
FragmentShader GLSL100 : Common/MatDefs/Misc/Particle.frag
WorldParameters {
WorldViewProjectionMatrix
WorldViewMatrix
WorldMatrix
CameraPosition
}
RenderState {
Blend AlphaAdditive
DepthWrite Off
}
Defines {
USE_TEXTURE : Texture
}
}
Technique SoftParticles{
VertexShader GLSL100 : Common/MatDefs/Misc/SoftParticle.vert
FragmentShader GLSL100 : Common/MatDefs/Misc/SoftParticle.frag
WorldParameters {
WorldViewProjectionMatrix
WorldViewMatrix
WorldMatrix
CameraPosition
}
RenderState {
Blend AlphaAdditive
DepthWrite Off
}
Defines {
USE_TEXTURE : Texture
}
}
Technique FixedFunc {
RenderState {
Blend AlphaAdditive
// DepthWrite Off
// AlphaTestFalloff 0.01
}
}
Technique Glow {
VertexShader GLSL100: Common/MatDefs/Misc/SimpleTextured.vert
FragmentShader GLSL100: Common/MatDefs/Light/Glow.frag
WorldParameters {
WorldViewProjectionMatrix
}
Defines {
HAS_GLOWMAP : GlowMap
HAS_GLOWCOLOR : GlowColor
}
RenderState {
PointSprite On
Blend AlphaAdditive
DepthWrite Off
}
}
}