MaterialDef Phong Lighting Deferred { MaterialParameters { // Use more efficent algorithms to improve performance Boolean LowQuality // Improve quality at the cost of performance Boolean HighQuality // Activate shading along the tangent, instead of the normal // Requires tangent data to be available on the model. Boolean VTangent // Use minnaert diffuse instead of lambert Boolean Minnaert // Use ward specular instead of phong Boolean WardIso Texture2D DiffuseData Texture2D SpecularData Texture2D NormalData Texture2D DepthData Vector3 FrustumCorner Vector2 FrustumNearFar Matrix4 ViewProjectionMatrixInverse // Color ramp, will map diffuse and specular values through it. Texture2D ColorRamp } Technique { LightMode MultiPass VertexShader GLSL100: Common/MatDefs/Light/Deferred.vert FragmentShader GLSL100: Common/MatDefs/Light/Deferred.frag WorldParameters { WorldViewProjectionMatrix WorldViewMatrix ViewMatrix CameraPosition } Defines { ATTENUATION : Attenuation V_TANGENT : VTangent MINNAERT : Minnaert WARDISO : WardIso LOW_QUALITY : LowQuality HQ_ATTENUATION : HighQuality COLORRAMP : ColorRamp } } Technique FixedFunc { } }