mirror of https://github.com/axmolengine/axmol.git
122 lines
2.3 KiB
Plaintext
122 lines
2.3 KiB
Plaintext
// A "Material" file can contain one or more materials
|
|
material
|
|
{
|
|
|
|
// This is another technique. It "outlines" the model without skin
|
|
technique outline_noneskinned
|
|
{
|
|
// 1st pass:
|
|
// creates a yellow outline of only the hull
|
|
pass outline
|
|
{
|
|
renderState
|
|
{
|
|
cullFace = true
|
|
cullFaceSide = FRONT
|
|
depthTest = true
|
|
}
|
|
shader
|
|
{
|
|
vertexShader = Shaders3D/OutLine.vert
|
|
fragmentShader = Shaders3D/OutLine.frag
|
|
// Uniforms
|
|
OutLineColor = 1,1,0
|
|
OutlineWidth = 0.02
|
|
}
|
|
}
|
|
|
|
// 2nd pass:
|
|
// creates a blue outline of the borders
|
|
pass outline thick
|
|
{
|
|
renderState
|
|
{
|
|
cullFace = true
|
|
cullFaceSide = FRONT
|
|
depthTest = true
|
|
}
|
|
shader
|
|
{
|
|
vertexShader = Shaders3D/OutLine.vert
|
|
fragmentShader = Shaders3D/OutLine.frag
|
|
// Uniforms
|
|
OutLineColor = 1,0,0
|
|
OutlineWidth = 0.01
|
|
}
|
|
}
|
|
// 3rd pass
|
|
// Renders the model "normally"
|
|
// When a 'renderState' is not present it will use the default renderState
|
|
pass normal
|
|
{
|
|
shader
|
|
{
|
|
vertexShader = Shaders3D/3d_position_tex.vert
|
|
fragmentShader = Shaders3D/3d_color_tex.frag
|
|
sampler u_sampler0
|
|
{
|
|
path = MeshRendererTest/boss.png
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// This is another technique. It "outlines" the model with skin
|
|
technique outline_skinned
|
|
{
|
|
// 1st pass:
|
|
// creates a yellow outline of only the hull
|
|
pass outline
|
|
{
|
|
renderState
|
|
{
|
|
cullFace = true
|
|
cullFaceSide = FRONT
|
|
depthTest = true
|
|
}
|
|
shader
|
|
{
|
|
vertexShader = Shaders3D/SkinnedOutline.vert
|
|
fragmentShader = Shaders3D/OutLine.frag
|
|
// Uniforms
|
|
OutLineColor = 1,1,0
|
|
OutlineWidth = 0.02
|
|
}
|
|
}
|
|
|
|
// 2nd pass:
|
|
// creates a blue outline of the borders
|
|
pass outline thick
|
|
{
|
|
renderState
|
|
{
|
|
cullFace = true
|
|
cullFaceSide = FRONT
|
|
depthTest = true
|
|
}
|
|
shader
|
|
{
|
|
vertexShader = Shaders3D/SkinnedOutline.vert
|
|
fragmentShader = Shaders3D/OutLine.frag
|
|
// Uniforms
|
|
OutLineColor = 1,0,0
|
|
OutlineWidth = 0.01
|
|
}
|
|
}
|
|
// 3rd pass
|
|
// Renders the model "normally"
|
|
// When a 'renderState' is not present it will use the default renderState
|
|
pass normal
|
|
{
|
|
shader
|
|
{
|
|
vertexShader = Shaders3D/3d_position_skin_tex.vert
|
|
fragmentShader = Shaders3D/3d_color_tex.frag
|
|
sampler u_sampler0
|
|
{
|
|
path = MeshRendererTest/monguger.tga
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|