Arbeiten aus dem URlaub
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83
ez-tree-jme/assets/MatDefs/TreeLeaf.j3md
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83
ez-tree-jme/assets/MatDefs/TreeLeaf.j3md
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MaterialDef TreeLeaf {
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MaterialParameters {
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Color Diffuse (Color) : 0.18 0.60 0.10 1.0
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Float WindStrength : 0.30
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Float WindSpeed : 0.7
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Texture2D LeafMap
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Boolean HasLeafMap : false
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// Vom Shadow-Renderer befüllt (PostShadow-Pass) — vollständige Liste aus PostShadow.j3md
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Int BoundDrawBuffer
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Int FilterMode
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Boolean HardwareShadows
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Texture2D ShadowMap0
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Texture2D ShadowMap1
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Texture2D ShadowMap2
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Texture2D ShadowMap3
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Texture2D ShadowMap4
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Texture2D ShadowMap5
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Float ShadowIntensity : 1.0
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Vector4 Splits
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Vector2 FadeInfo
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Matrix4 LightViewProjectionMatrix0
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Matrix4 LightViewProjectionMatrix1
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Matrix4 LightViewProjectionMatrix2
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Matrix4 LightViewProjectionMatrix3
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Matrix4 LightViewProjectionMatrix4
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Matrix4 LightViewProjectionMatrix5
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Vector3 LightPos
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Vector3 LightDir
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Float PCFEdge
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Float ShadowMapSize
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Boolean BackfaceShadows : false
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}
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Technique {
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VertexShader GLSL150 : Shaders/Tree.vert
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FragmentShader GLSL150 : Shaders/TreeLeaf.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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}
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RenderState {
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FaceCull Off
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}
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}
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Technique PostShadow {
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VertexShader GLSL150 : Shaders/LeafPostShadow.vert
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FragmentShader GLSL150 : Shaders/LeafPostShadow.frag
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WorldParameters {
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WorldViewProjectionMatrix
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WorldMatrix
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}
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ForcedRenderState {
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Blend Modulate
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FaceCull Off
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DepthWrite Off
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}
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}
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Technique PreShadow {
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VertexShader GLSL150 : Shaders/LeafPreShadow.vert
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FragmentShader GLSL150 : Shaders/LeafPreShadow.frag
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WorldParameters {
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WorldViewProjectionMatrix
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}
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ForcedRenderState {
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FaceCull Off
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DepthTest On
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DepthWrite On
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PolyOffset 5 3
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ColorWrite Off
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}
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}
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}
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