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blight/ez-tree-jme/assets/MatDefs/TreeLeaf.j3md
2026-05-19 12:55:05 +02:00

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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
}
}
}