1 MaterialDef Unshaded { 2 3 MaterialParameters { 4 TextureArray ColorMap 5 Texture2D LightMap 6 Color Color (Color) 7 Boolean VertexColor 8 Boolean SeparateTexCoord 9 10 // Texture of the glowing parts of the material 11 Texture2D GlowMap 12 // The glow color of the object 13 Color GlowColor 14 } 15 16 Technique { 17 VertexShader GLSL100: jme3test/texture/UnshadedArray.vert 18 FragmentShader GLSL100: jme3test/texture/UnshadedArray.frag 19 20 WorldParameters { 21 WorldViewProjectionMatrix 22 } 23 24 Defines { 25 SEPARATE_TEXCOORD : SeparateTexCoord 26 HAS_COLORMAP : ColorMap 27 HAS_LIGHTMAP : LightMap 28 HAS_VERTEXCOLOR : VertexColor 29 HAS_COLOR : Color 30 } 31 } 32 33 Technique PreNormalPass { 34 35 VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert 36 FragmentShader GLSL100 : Common/MatDefs/SSAO/normal.frag 37 38 WorldParameters { 39 WorldViewProjectionMatrix 40 WorldViewMatrix 41 NormalMatrix 42 } 43 44 RenderState { 45 46 } 47 48 } 49 50 51 Technique Glow { 52 53 VertexShader GLSL100: Cjme3test/texture/UnshadedArray.vert 54 FragmentShader GLSL100: Common/MatDefs/Light/Glow.frag 55 56 WorldParameters { 57 WorldViewProjectionMatrix 58 } 59 60 Defines { 61 HAS_GLOWMAP : GlowMap 62 HAS_GLOWCOLOR : GlowColor 63 HAS_COLORMAP // Must be passed so that Unshaded.vert exports texCoord. 64 } 65 } 66 67 Technique FixedFunc { 68 } 69 70 }