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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}