gine.jme3-core.3.5.1-stable.source-code.bad-booleans3.j3md Maven / Gradle / Ivy
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jMonkeyEngine is a 3-D game engine for adventurous Java developers
MaterialDef bad-booleans3 {
MaterialParameters {
Texture2D ColorMap
Texture2D LightMap
Color Color (Color)
Boolean VertexColor (UseVertexColor)
Float PointSize : 1.0
Boolean SeparateTexCoord
// Texture of the glowing parts of the material
Texture2D GlowMap
// The glow color of the object
Color GlowColor
// For instancing
Boolean UseInstancing
// For hardware skinning
Int NumberOfBones
Matrix4Array BoneMatrices
// For Morph animation
FloatArray MorphWeights
Int NumberOfMorphTargets
Int NumberOfTargetsBuffers
// Alpha threshold for fragment discarding
Float AlphaDiscardThreshold (AlphaTestFallOff)
//Shadows
Int FilterMode
Boolean HardwareShadows
Texture2D ShadowMap0
Texture2D ShadowMap1
Texture2D ShadowMap2
Texture2D ShadowMap3
//pointLights
Texture2D ShadowMap4
Texture2D ShadowMap5
Float ShadowIntensity
Vector4 Splits
Vector2 FadeInfo
Matrix4 LightViewProjectionMatrix0
Matrix4 LightViewProjectionMatrix1
Matrix4 LightViewProjectionMatrix2
Matrix4 LightViewProjectionMatrix3
//pointLight
Matrix4 LightViewProjectionMatrix4
Matrix4 LightViewProjectionMatrix5
Vector3 LightPos
Vector3 LightDir
Float PCFEdge
Float ShadowMapSize
Boolean BackfaceShadows: true
}
Technique {
VertexShader GLSL100 GLSL150: Common/MatDefs/Misc/Unshaded.vert
FragmentShader GLSL100 GLSL150: Common/MatDefs/Misc/Unshaded.frag
WorldParameters {
WorldViewProjectionMatrix
ViewProjectionMatrix
ViewMatrix
}
Defines {
INSTANCING : UseInstancing
SEPARATE_TEXCOORD : SeparateTexCoord
HAS_COLORMAP : ColorMap
HAS_LIGHTMAP : LightMap
HAS_VERTEXCOLOR : VertexColor
HAS_POINTSIZE : PointSize
HAS_COLOR : Color
NUM_BONES : NumberOfBones
DISCARD_ALPHA : AlphaDiscardThreshold
NUM_MORPH_TARGETS: NumberOfMorphTargets
NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
}
}
Technique PreNormalPass {
VertexShader GLSL100 GLSL150 : Common/MatDefs/SSAO/normal.vert
FragmentShader GLSL100 GLSL150 : Common/MatDefs/SSAO/normal.frag
WorldParameters {
WorldViewProjectionMatrix
WorldViewMatrix
NormalMatrix
ViewProjectionMatrix
ViewMatrix
}
Defines {
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
NUM_MORPH_TARGETS: NumberOfMorphTargets
NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
}
}
Technique PreShadow {
VertexShader GLSL100 GLSL150 : Common/MatDefs/Shadow/PreShadow.vert
FragmentShader GLSL100 GLSL150 : Common/MatDefs/Shadow/PreShadow.frag
WorldParameters {
WorldViewProjectionMatrix
WorldViewMatrix
ViewProjectionMatrix
ViewMatrix
}
Defines {
COLOR_MAP : ColorMap
DISCARD_ALPHA : AlphaDiscardThreshold
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
NUM_MORPH_TARGETS: NumberOfMorphTargets
NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
}
ForcedRenderState {
Wireframe true
FaceCull Off
DepthTest On
DepthWrite On
PolyOffset 5 3
ColorWrite Off
}
}
Technique PostShadow {
VertexShader GLSL100 GLSL150: Common/MatDefs/Shadow/PostShadow.vert
FragmentShader GLSL100 GLSL150: Common/MatDefs/Shadow/PostShadow.frag
WorldParameters {
WorldViewProjectionMatrix
WorldMatrix
ViewProjectionMatrix
ViewMatrix
}
Defines {
HARDWARE_SHADOWS : HardwareShadows
FILTER_MODE : FilterMode
PCFEDGE : PCFEdge
DISCARD_ALPHA : AlphaDiscardThreshold
COLOR_MAP : ColorMap
SHADOWMAP_SIZE : ShadowMapSize
FADE : FadeInfo
PSSM : Splits
POINTLIGHT : LightViewProjectionMatrix5
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
BACKFACE_SHADOWS: BackfaceShadows
NUM_MORPH_TARGETS: NumberOfMorphTargets
NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
}
ForcedRenderState {
Blend Modulate
DepthWrite Off
PolyOffset -0.1 0
}
}
Technique Glow {
VertexShader GLSL100 GLSL150: Common/MatDefs/Misc/Unshaded.vert
FragmentShader GLSL100 GLSL150: Common/MatDefs/Light/Glow.frag
WorldParameters {
WorldViewProjectionMatrix
ViewProjectionMatrix
ViewMatrix
}
Defines {
NEED_TEXCOORD1
HAS_GLOWMAP : GlowMap
HAS_GLOWCOLOR : GlowColor
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
HAS_POINTSIZE : PointSize
NUM_MORPH_TARGETS: NumberOfMorphTargets
NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
}
}
}
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