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