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 sampleNum = 5 resolution = 100,100 // auto bindings blurRadius = DYNAMIC_RADIUS } } } technique outline { pass 0 { shader { vertexShader = Shaders/example_Simple.vsh fragmentShader = Shaders/example_Outline.fsh // Uniforms u_radius = 0.01 u_threshold = 1.75 // Auto bindings u_outlineColor = OUTLINE_COLOR } } } 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 } } } }