armory/raw/forward/forward.shader.json
2016-05-16 12:01:12 +02:00

174 lines
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{
"contexts": [
{
"id": "forward",
"params": [
{
"id": "depth_write",
"value": "true"
},
{
"id": "compare_mode",
"value": "less"
},
{
"id": "cull_mode",
"value": "counter_clockwise"
}
],
"links": [
{
"id": "M",
"link": "_modelMatrix"
},
{
"id": "NM",
"link": "_normalMatrix"
},
{
"id": "V",
"link": "_viewMatrix"
},
{
"id": "P",
"link": "_projectionMatrix"
},
{
"id": "LMVP",
"link": "_lightModelViewProjectionMatrix"
},
{
"id": "light",
"link": "_lightPosition"
},
{
"id": "lightColor",
"link": "_lightColor"
},
{
"id": "lightStrength",
"link": "_lightStrength"
},
{
"id": "eye",
"link": "_cameraPosition"
},
{
"id": "skinBones",
"link": "_skinBones",
"ifdef": ["_Skinning"]
},
{
"id": "senvmapIrradiance",
"link": "_envmapIrradiance"
},
{
"id": "senvmapRadiance",
"link": "_envmapRadiance"
},
{
"id": "senvmapBrdf",
"link": "_envmapBrdf"
},
{
"id": "sltcMat",
"link": "_ltcMat",
"ifdef": ["_PolyLight"]
},
{
"id": "sltcMag",
"link": "_ltcMag",
"ifdef": ["_PolyLight"]
}
],
"vertex_shader": "forward.vert.glsl",
"fragment_shader": "forward.frag.glsl"
},
{
"id": "shadowmap",
"params": [
{
"id": "depth_write",
"value": "true"
},
{
"id": "compare_mode",
"value": "less"
},
{
"id": "cull_mode",
"value": "counter_clockwise"
}
],
"links": [
{
"id": "LMVP",
"link": "_lightModelViewProjectionMatrix"
},
{
"id": "skinBones",
"link": "_skinBones",
"ifdef": ["_Skinning"]
}
],
"vertex_shader": "shadowmap.vert.glsl",
"fragment_shader": "shadowmap.frag.glsl"
},
{
"id": "toonshading",
"params": [
{
"id": "depth_write",
"value": "true"
},
{
"id": "compare_mode",
"value": "less"
},
{
"id": "cull_mode",
"value": "counter_clockwise"
}
],
"links": [
{
"id": "M",
"link": "_modelMatrix"
},
{
"id": "NM",
"link": "_normalMatrix"
},
{
"id": "V",
"link": "_viewMatrix"
},
{
"id": "P",
"link": "_projectionMatrix"
},
{
"id": "LMVP",
"link": "_lightModelViewProjectionMatrix"
},
{
"id": "light",
"link": "_lightPosition"
},
{
"id": "eye",
"link": "_cameraPosition"
},
{
"id": "skinBones",
"link": "_skinBones",
"ifdef": ["_Skinning"]
}
],
"vertex_shader": "toonshading.vert.glsl",
"fragment_shader": "toonshading.frag.glsl"
}
]
}