material sample { technique blur { pass 0 { shader { defines = THIS_IS_AN_EXAMPLE 1;TOMORROW_IS_HOLIDAY 2 vertexShader = Shaders/example_Simple.vsh fragmentShader = Shaders/example_Blur.fsh // Uniforms blurRadius = 3 sampleNum = 5 resolution = 100,100 } } } technique outline { pass 0 { shader { vertexShader = Shaders/example_Simple.vsh fragmentShader = Shaders/example_Outline.fsh u_outlineColor = 0.1, 0.2, 0.3 u_radius = 0.01 u_threshold = 1.75 } } } technique noise { pass 0 { shader { vertexShader = Shaders/example_Simple.vsh fragmentShader = Shaders/example_Noisy.fsh resolution = 100,100 } } } technique edge_detect { pass 0 { shader { defines = vertexShader = Shaders/example_Simple.vsh fragmentShader = Shaders/example_EdgeDetection.fsh resolution = 100, 100 } } } }