1MaterialDef Unshaded {
2
3    MaterialParameters {
4        Texture2D 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:   Common/MatDefs/Misc/Unshaded.vert
18        FragmentShader GLSL100: Common/MatDefs/Misc/Unshaded.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:   Common/MatDefs/Misc/Unshaded.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}