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MaterialDef Post Shadow {
MaterialParameters {
Int FilterMode
Boolean HardwareShadows
Texture2D ShadowMap0
Texture2D ShadowMap1
Texture2D ShadowMap2
Texture2D ShadowMap3
Float ShadowIntensity
Vector4 Splits
Matrix4 LightViewProjectionMatrix0
Matrix4 LightViewProjectionMatrix1
Matrix4 LightViewProjectionMatrix2
Matrix4 LightViewProjectionMatrix3
Float PCFEdge
}
Technique {
VertexShader GLSL150: Common/MatDefs/Shadow/PostShadowPSSM.vert
FragmentShader GLSL150: Common/MatDefs/Shadow/PostShadowPSSM15.frag
WorldParameters {
WorldViewProjectionMatrix
WorldMatrix
}
Defines {
HARDWARE_SHADOWS : HardwareShadows
FILTER_MODE : FilterMode
PCFEDGE : PCFEdge
}
RenderState {
Blend Modulate
}
}
Technique {
VertexShader GLSL100: Common/MatDefs/Shadow/PostShadowPSSM.vert
FragmentShader GLSL100: Common/MatDefs/Shadow/PostShadowPSSM.frag
WorldParameters {
WorldViewProjectionMatrix
WorldMatrix
}
Defines {
HARDWARE_SHADOWS : HardwareShadows
FILTER_MODE : FilterMode
PCFEDGE : PCFEdge
}
RenderState {
Blend Modulate
}
}
}
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