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1MaterialDef Terrain {
2
3        // Parameters to material:
4        // regionXColorMap: X = 1..4 the texture that should be appliad to state X
5        // regionX: a Vector3f containing the following information:
6        //      regionX.x: the start height of the region
7        //      regionX.y: the end height of the region
8        //      regionX.z: the texture scale for the region
9        //  it might not be the most elegant way for storing these 3 values, but it packs the data nicely :)
10        // slopeColorMap: the texture to be used for cliffs, and steep mountain sites
11        // slopeTileFactor: the texture scale for slopes
12        // terrainSize: the total size of the terrain (used for scaling the texture)
13	MaterialParameters {
14		Texture2D region1ColorMap
15		Texture2D region2ColorMap
16		Texture2D region3ColorMap
17		Texture2D region4ColorMap
18		Texture2D slopeColorMap
19		Float slopeTileFactor
20		Float terrainSize
21		Vector3 region1
22		Vector3 region2
23		Vector3 region3
24		Vector3 region4
25	}
26
27	Technique {
28		VertexShader GLSL100:   Common/MatDefs/Terrain/HeightBasedTerrain.vert
29		FragmentShader GLSL100: Common/MatDefs/Terrain/HeightBasedTerrain.frag
30
31		WorldParameters {
32			WorldViewProjectionMatrix
33			WorldMatrix
34			NormalMatrix
35		}
36	}
37
38	Technique FixedFunc {
39    }
40
41}