Common.MatDefs.Misc.UnshadedNodes.j3md Maven / Gradle / Ivy
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MaterialDef UnshadedNodes {
MaterialParameters {
Texture2D ColorMap
Texture2D LightMap
Color Color (Color)
Boolean VertexColor (UseVertexColor)
Boolean SeparateTexCoord
Float AlphaDiscardThreshold (AlphaTestFallOff)
Int NumberOfBones
Matrix4Array BoneMatrices
}
Technique {
WorldParameters {
WorldViewProjectionMatrix
WorldViewMatrix
}
VertexShaderNodes {
ShaderNode GpuSkinning {
Definition : BasicGPUSkinning : Common/MatDefs/ShaderNodes/HardwareSkinning/HardwareSkinning.j3sn
Condition : NumberOfBones
InputMappings {
modelPosition = Global.position
boneMatrices = MatParam.BoneMatrices
boneWeight = Attr.inHWBoneWeight
boneIndex = Attr.inHWBoneIndex
}
OutputMappings {
Global.position = modModelPosition
}
}
ShaderNode UnshadedVert {
Definition : CommonVert : Common/MatDefs/ShaderNodes/Common/CommonVert.j3sn
InputMappings {
worldViewProjectionMatrix = WorldParam.WorldViewProjectionMatrix
modelPosition = Global.position.xyz
texCoord1 = Attr.inTexCoord : ColorMap || (LightMap && !SeparateTexCoord)
texCoord2 = Attr.inTexCoord2 : SeparateTexCoord
vertColor = Attr.inColor : VertexColor
}
OutputMappings {
Global.position = projPosition
}
}
}
FragmentShaderNodes {
ShaderNode MatColorMult {
Definition : ColorMult : Common/MatDefs/ShaderNodes/Basic/ColorMult.j3sn
InputMappings {
color1 = MatParam.Color
color2 = Global.outColor
}
OutputMappings {
Global.outColor = outColor
}
Condition : Color
}
ShaderNode VertColorMult {
Definition : ColorMult : Common/MatDefs/ShaderNodes/Basic/ColorMult.j3sn
InputMappings {
color1 = UnshadedVert.vertColor
color2 = Global.outColor
}
OutputMappings {
Global.outColor = outColor
}
Condition : VertexColor
}
ShaderNode ColorMapTF {
Definition : TextureFetch : Common/MatDefs/ShaderNodes/Basic/TextureFetch.j3sn
InputMappings {
texCoord = UnshadedVert.texCoord1
textureMap = MatParam.ColorMap
}
OutputMappings {
}
Condition : ColorMap
}
ShaderNode ColorMapMult {
Definition : ColorMult : Common/MatDefs/ShaderNodes/Basic/ColorMult.j3sn
InputMappings {
color1 = ColorMapTF.outColor
color2 = Global.outColor
}
OutputMappings {
Global.outColor = outColor
}
Condition : ColorMap
}
ShaderNode AlphaDiscardThreshold {
Definition : AlphaDiscard : Common/MatDefs/ShaderNodes/Basic/AlphaDiscard.j3sn
Condition : AlphaDiscardThreshold
InputMappings {
alpha = Global.outColor.a
threshold = MatParam.AlphaDiscardThreshold
}
}
ShaderNode LightMapTF {
Definition : TextureFetch : Common/MatDefs/ShaderNodes/Basic/TextureFetch.j3sn
InputMappings {
textureMap = MatParam.LightMap
texCoord = UnshadedVert.texCoord2 : SeparateTexCoord
texCoord = UnshadedVert.texCoord1 : !SeparateTexCoord
}
OutputMappings {
}
Condition : LightMap
}
ShaderNode LightMapMult {
Definition : ColorMult : Common/MatDefs/ShaderNodes/Basic/ColorMult.j3sn
OutputMappings {
Global.outColor = outColor
}
InputMappings {
color1 = LightMapTF.outColor
color2 = Global.outColor
}
Condition : LightMap
}
}
}
}
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