armory/raw/deferred_light/deferred_light.shader.json
2016-08-09 23:51:40 +02:00

152 lines
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Executable file

{
"contexts": [
{
"id": "deferred_light",
"params": [
{
"id": "depth_write",
"value": "false"
},
{
"id": "compare_mode",
"value": "greater"
},
{
"id": "cull_mode",
"value": "counter_clockwise"
},
{
"id": "blend_source",
"value": "blend_one"
},
{
"id": "blend_destination",
"value": "blend_one"
},
{
"id": "blend_operation",
"value": "add"
},
{
"id": "alpha_blend_source",
"value": "blend_one"
},
{
"id": "alpha_blend_destination",
"value": "blend_one"
},
{
"id": "alpha_blend_operation",
"value": "add"
}
],
"links": [
{
"id": "LVMVP",
"link": "_lightVolumeModelViewProjectionMatrix"
},
{
"id": "lightPos",
"link": "_lightPosition"
},
{
"id": "lightDir",
"link": "_lightDirection"
},
{
"id": "lightType",
"link": "_lightType"
},
{
"id": "lightIndex",
"link": "_lightIndex",
"ifdef": ["_Disabled"]
},
{
"id": "lightColor",
"link": "_lightColor"
},
{
"id": "lightStrength",
"link": "_lightStrength"
},
{
"id": "lightBias",
"link": "_lightBias"
},
{
"id": "spotlightCutoff",
"link": "_spotlightCutoff"
},
{
"id": "spotlightExponent",
"link": "_spotlightExponent"
},
{
"id": "eye",
"link": "_cameraPosition"
},
{
"id": "eyeLook",
"link": "_cameraLook",
"ifdef": ["_Disabled"]
},
{
"id": "invVP",
"link": "_inverseViewProjectionMatrix"
},
{
"id": "LMVP",
"link": "_biasLightModelViewProjectionMatrix"
},
{
"id": "screenSize",
"link": "_screenSize"
},
{
"id": "shirr",
"link": "_envmapIrradiance",
"ifdef": ["_Disabled"]
},
{
"id": "senvmapRadiance",
"link": "_envmapRadiance",
"ifdef": ["_Disabled"]
},
{
"id": "envmapNumMipmaps",
"link": "_envmapNumMipmaps",
"ifdef": ["_Disabled"]
},
{
"id": "senvmapBrdf",
"link": "_envmapBrdf",
"ifdef": ["_Disabled"]
},
{
"id": "envmapStrength",
"link": "_envmapStrength",
"ifdef": ["_Disabled"]
},
{
"id": "sltcMat",
"link": "_ltcMat",
"ifdef": ["_PolyLight"]
},
{
"id": "sltcMag",
"link": "_ltcMag",
"ifdef": ["_PolyLight"]
},
{
"id": "time",
"link": "_time",
"ifdef": ["_PolyLight"]
}
],
"vertex_shader": "deferred_light.vert.glsl",
"fragment_shader": "deferred_light.frag.glsl"
}
]
}