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      1 MaterialDef Post Shadow {
      2 
      3     MaterialParameters {
      4         Int FilterMode
      5         Boolean HardwareShadows
      6 
      7         Texture2D ShadowMap0
      8         Texture2D ShadowMap1
      9         Texture2D ShadowMap2
     10         Texture2D ShadowMap3
     11         
     12         Float ShadowIntensity
     13         Vector4 Splits
     14 
     15         Matrix4 LightViewProjectionMatrix0
     16         Matrix4 LightViewProjectionMatrix1
     17         Matrix4 LightViewProjectionMatrix2
     18         Matrix4 LightViewProjectionMatrix3
     19 
     20         Float PCFEdge
     21     }
     22 
     23     Technique {
     24         VertexShader GLSL150:   Common/MatDefs/Shadow/PostShadowPSSM.vert
     25         FragmentShader GLSL150: Common/MatDefs/Shadow/PostShadowPSSM15.frag
     26 
     27         WorldParameters {
     28             WorldViewProjectionMatrix
     29             WorldMatrix
     30         }
     31 
     32         Defines {
     33             HARDWARE_SHADOWS : HardwareShadows
     34             FILTER_MODE : FilterMode
     35             PCFEDGE : PCFEdge
     36         }
     37 
     38         RenderState {
     39             Blend Modulate
     40         }
     41     }
     42 
     43     Technique {
     44         VertexShader GLSL100:   Common/MatDefs/Shadow/PostShadowPSSM.vert
     45         FragmentShader GLSL100: Common/MatDefs/Shadow/PostShadowPSSM.frag
     46 
     47         WorldParameters {
     48             WorldViewProjectionMatrix
     49             WorldMatrix
     50         }
     51 
     52         Defines {
     53             HARDWARE_SHADOWS : HardwareShadows
     54             FILTER_MODE : FilterMode
     55             PCFEDGE : PCFEdge
     56         }
     57 
     58         RenderState {
     59             Blend Modulate
     60         }
     61     }
     62 
     63 }