1MaterialDef 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}