Common.MatDefs.Light.Lighting.j3md Maven / Gradle / Ivy
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MaterialDef Phong Lighting {
MaterialParameters {
Int BoundDrawBuffer
// Compute vertex lighting in the shader
// For better performance
Boolean VertexLighting
// Alpha threshold for fragment discarding
Float AlphaDiscardThreshold
// Use the provided ambient, diffuse, and specular colors
Boolean UseMaterialColors
// Use vertex color as an additional diffuse color.
Boolean UseVertexColor
// Ambient color
Color Ambient
// Diffuse color
Color Diffuse
// Specular color
Color Specular
// Specular power/shininess
Float Shininess : 1
// Diffuse map
Texture2D DiffuseMap
// Normal map
Texture2D NormalMap -LINEAR
// Specular/gloss map
Texture2D SpecularMap
// Parallax/height map
Texture2D ParallaxMap -LINEAR
//Set to true is parallax map is stored in the alpha channel of the normal map
Boolean PackedNormalParallax
//Sets the relief height for parallax mapping
Float ParallaxHeight : 0.05
//Set to true to activate Steep Parallax mapping
Boolean SteepParallax
// Texture that specifies alpha values
Texture2D AlphaMap -LINEAR
// Color ramp, will map diffuse and specular values through it.
Texture2D ColorRamp
// Texture of the glowing parts of the material
Texture2D GlowMap
// Set to Use Lightmap
Texture2D LightMap
// Set to use TexCoord2 for the lightmap sampling
Boolean SeparateTexCoord
// The glow color of the object
Color GlowColor
//The type of normal map: -1.0 (DirectX = default), 1.0 (OpenGl)
Float NormalType
// Parameters for fresnel
// X = bias
// Y = scale
// Z = power
Vector3 FresnelParams
// Env Map for reflection
TextureCubeMap EnvMap
// the env map is a spheremap and not a cube map
Boolean EnvMapAsSphereMap
//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
// For hardware skinning
Int NumberOfBones
Matrix4Array BoneMatrices
// For Morph animation
FloatArray MorphWeights
Int NumberOfMorphTargets
Int NumberOfTargetsBuffers
//For instancing
Boolean UseInstancing
Boolean BackfaceShadows : false
// fog - jayfella
Boolean UseFog
Color FogColor
Vector2 LinearFog
Float ExpFog
Float ExpSqFog
}
Technique {
LightMode SinglePass
VertexShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/Light/SPLighting.vert
FragmentShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/Light/SPLighting.frag
WorldParameters {
WorldViewProjectionMatrix
NormalMatrix
WorldViewMatrix
ViewMatrix
CameraPosition
WorldMatrix
ViewProjectionMatrix
}
Defines {
BOUND_DRAW_BUFFER: BoundDrawBuffer
VERTEX_COLOR : UseVertexColor
VERTEX_LIGHTING : VertexLighting
MATERIAL_COLORS : UseMaterialColors
DIFFUSEMAP : DiffuseMap
NORMALMAP : NormalMap
SPECULARMAP : SpecularMap
PARALLAXMAP : ParallaxMap
NORMALMAP_PARALLAX : PackedNormalParallax
STEEP_PARALLAX : SteepParallax
ALPHAMAP : AlphaMap
COLORRAMP : ColorRamp
LIGHTMAP : LightMap
SEPARATE_TEXCOORD : SeparateTexCoord
DISCARD_ALPHA : AlphaDiscardThreshold
USE_REFLECTION : EnvMap
SPHERE_MAP : EnvMapAsSphereMap
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
NUM_MORPH_TARGETS: NumberOfMorphTargets
NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
NORMAL_TYPE: NormalType
// fog - jayfella
USE_FOG : UseFog
FOG_LINEAR : LinearFog
FOG_EXP : ExpFog
FOG_EXPSQ : ExpSqFog
}
}
Technique {
LightMode MultiPass
VertexShader GLSL310 GLSL300 GLSL150 GLSL100 : Common/MatDefs/Light/Lighting.vert
FragmentShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/Light/Lighting.frag
WorldParameters {
WorldViewProjectionMatrix
NormalMatrix
WorldViewMatrix
ViewMatrix
CameraPosition
WorldMatrix
ViewProjectionMatrix
}
Defines {
BOUND_DRAW_BUFFER: BoundDrawBuffer
VERTEX_COLOR : UseVertexColor
VERTEX_LIGHTING : VertexLighting
MATERIAL_COLORS : UseMaterialColors
DIFFUSEMAP : DiffuseMap
NORMALMAP : NormalMap
SPECULARMAP : SpecularMap
PARALLAXMAP : ParallaxMap
NORMALMAP_PARALLAX : PackedNormalParallax
STEEP_PARALLAX : SteepParallax
ALPHAMAP : AlphaMap
COLORRAMP : ColorRamp
LIGHTMAP : LightMap
SEPARATE_TEXCOORD : SeparateTexCoord
DISCARD_ALPHA : AlphaDiscardThreshold
USE_REFLECTION : EnvMap
SPHERE_MAP : EnvMapAsSphereMap
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
NUM_MORPH_TARGETS: NumberOfMorphTargets
NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
NORMAL_TYPE: NormalType
// fog - jayfella
USE_FOG : UseFog
FOG_LINEAR : LinearFog
FOG_EXP : ExpFog
FOG_EXPSQ : ExpSqFog
}
}
Technique PreShadow {
VertexShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/Shadow/PreShadow.vert
FragmentShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/Shadow/PreShadow.frag
WorldParameters {
WorldViewProjectionMatrix
WorldViewMatrix
ViewProjectionMatrix
ViewMatrix
}
Defines {
BOUND_DRAW_BUFFER: BoundDrawBuffer
DISCARD_ALPHA : AlphaDiscardThreshold
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
NUM_MORPH_TARGETS: NumberOfMorphTargets
NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
}
ForcedRenderState {
FaceCull Off
DepthTest On
DepthWrite On
PolyOffset 5 3
ColorWrite Off
}
}
Technique PostShadow {
VertexShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/Shadow/PostShadow.vert
FragmentShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/Shadow/PostShadow.frag
WorldParameters {
WorldViewProjectionMatrix
WorldMatrix
ViewProjectionMatrix
ViewMatrix
NormalMatrix
}
Defines {
BOUND_DRAW_BUFFER: BoundDrawBuffer
HARDWARE_SHADOWS : HardwareShadows
FILTER_MODE : FilterMode
PCFEDGE : PCFEdge
DISCARD_ALPHA : AlphaDiscardThreshold
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 PreNormalPass {
VertexShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/SSAO/normal.vert
FragmentShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/SSAO/normal.frag
WorldParameters {
WorldViewProjectionMatrix
WorldViewMatrix
NormalMatrix
ViewProjectionMatrix
ViewMatrix
}
Defines {
BOUND_DRAW_BUFFER: BoundDrawBuffer
DIFFUSEMAP_ALPHA : DiffuseMap
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
NUM_MORPH_TARGETS: NumberOfMorphTargets
NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
}
}
Technique Glow {
VertexShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/Misc/Unshaded.vert
FragmentShader GLSL310 GLSL300 GLSL150 GLSL100: Common/MatDefs/Light/Glow.frag
WorldParameters {
WorldViewProjectionMatrix
ViewProjectionMatrix
ViewMatrix
}
Defines {
BOUND_DRAW_BUFFER: BoundDrawBuffer
NEED_TEXCOORD1
HAS_GLOWMAP : GlowMap
HAS_GLOWCOLOR : GlowColor
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
NUM_MORPH_TARGETS: NumberOfMorphTargets
NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
}
}
}
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