Commit vor großem Terrain refactoring
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25
blight-assets/src/main/resources/MatDefs/GrassVertex.j3md
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25
blight-assets/src/main/resources/MatDefs/GrassVertex.j3md
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MaterialDef GrassVertex {
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MaterialParameters {
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Float WindSpeed : 1.0
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Float WindStrength : 0.15
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Vector3 SunDir : 0.35 0.8 0.45
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Color SunColor : 0.95 0.90 0.75 1.0
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}
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Technique {
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VertexShader GLSL150: Shaders/GrassVertex.vert
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FragmentShader GLSL150: Shaders/GrassVertex.frag
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WorldParameters {
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WorldViewProjectionMatrix
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WorldMatrix
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Time
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AmbientLightColor
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}
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RenderState {
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FaceCull Off
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}
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}
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}
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19
blight-assets/src/main/resources/MatDefs/Topology.j3md
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19
blight-assets/src/main/resources/MatDefs/Topology.j3md
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MaterialDef Topology {
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MaterialParameters {
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Float Interval : 10.0
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Float LineWidth : 0.12
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Float Opacity : 0.55
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}
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Technique {
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VertexShader GLSL150: Shaders/Topology.vert
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FragmentShader GLSL150: Shaders/Topology.frag
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WorldParameters {
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WorldViewProjectionMatrix
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WorldMatrix
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}
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RenderState {
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Blend Alpha
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DepthWrite Off
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}
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}
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}
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80
blight-assets/src/main/resources/MatDefs/WaterPolygon.j3md
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80
blight-assets/src/main/resources/MatDefs/WaterPolygon.j3md
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MaterialDef Advanced Water Polygon {
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MaterialParameters {
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Int BoundDrawBuffer
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Int NumSamples
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Int NumSamplesDepth
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Texture2D FoamMap
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Texture2D CausticsMap
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Texture2D NormalMap -LINEAR
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Texture2D ReflectionMap
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Texture2D HeightMap -LINEAR
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Texture2D Texture
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Texture2D DepthTexture
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Vector3 CameraPosition
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Float Time
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Vector3 frustumCorner
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Matrix4 TextureProjMatrix
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Float WaterHeight
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Vector3 LightDir
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Float WaterTransparency
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Float NormalScale
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Float R0
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Float MaxAmplitude
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Color LightColor
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Float ShoreHardness
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Float FoamHardness
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Float RefractionStrength
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Float WaveScale
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Vector3 FoamExistence
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Float SunScale
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Vector3 ColorExtinction
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Float Shininess
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Color WaterColor
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Color DeepWaterColor
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Vector2 WindDirection
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Float ReflectionDisplace
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Float FoamIntensity
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Float CausticsIntensity
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Float UnderWaterFogDistance
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Boolean UseRipples
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Boolean UseHQShoreline
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Boolean UseSpecular
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Boolean UseFoam
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Boolean UseCaustics
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Boolean UseRefraction
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Float Radius
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Vector3 Center
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Boolean SquareArea
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Vector2Array Points
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Int NumPoints : 0
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}
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Technique {
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VertexShader GLSL310 GLSL300 GLSL150 GLSL120 : Common/MatDefs/Post/Post.vert
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FragmentShader GLSL310 GLSL300 GLSL150 GLSL120 : Shaders/WaterPolygon.frag
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WorldParameters {
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ViewProjectionMatrixInverse
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}
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Defines {
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BOUND_DRAW_BUFFER: BoundDrawBuffer
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RESOLVE_MS : NumSamples
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RESOLVE_DEPTH_MS : NumSamplesDepth
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ENABLE_RIPPLES : UseRipples
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ENABLE_HQ_SHORELINE : UseHQShoreline
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ENABLE_SPECULAR : UseSpecular
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ENABLE_FOAM : UseFoam
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ENABLE_CAUSTICS : UseCaustics
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ENABLE_REFRACTION : UseRefraction
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ENABLE_AREA : Center
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SQUARE_AREA : SquareArea
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POLYGON_AREA : Points
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}
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}
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}
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