1MaterialDef Phong Lighting Deferred { 2 3 MaterialParameters { 4 5 // Use more efficent algorithms to improve performance 6 Boolean LowQuality 7 8 // Improve quality at the cost of performance 9 Boolean HighQuality 10 11 // Activate shading along the tangent, instead of the normal 12 // Requires tangent data to be available on the model. 13 Boolean VTangent 14 15 // Use minnaert diffuse instead of lambert 16 Boolean Minnaert 17 18 // Use ward specular instead of phong 19 Boolean WardIso 20 21 Texture2D DiffuseData 22 Texture2D SpecularData 23 Texture2D NormalData 24 Texture2D DepthData 25 26 Vector3 FrustumCorner 27 Vector2 FrustumNearFar 28 Matrix4 ViewProjectionMatrixInverse 29 30 // Color ramp, will map diffuse and specular values through it. 31 Texture2D ColorRamp 32 } 33 34 Technique { 35 LightMode MultiPass 36 37 VertexShader GLSL100: Common/MatDefs/Light/Deferred.vert 38 FragmentShader GLSL100: Common/MatDefs/Light/Deferred.frag 39 40 WorldParameters { 41 WorldViewProjectionMatrix 42 WorldViewMatrix 43 ViewMatrix 44 CameraPosition 45 } 46 47 Defines { 48 ATTENUATION : Attenuation 49 V_TANGENT : VTangent 50 MINNAERT : Minnaert 51 WARDISO : WardIso 52 LOW_QUALITY : LowQuality 53 HQ_ATTENUATION : HighQuality 54 COLORRAMP : ColorRamp 55 } 56 } 57 58 Technique FixedFunc { 59 } 60 61}