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}