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fgdata/Effects/material-diffuse.eff
Tim Moore d27174028e shader optimizations
Use two-pass rendering for some shaders to reduce the cost of expensive shaders.

Implement some material animations using a shader uniform.

Eliminate use of gl_FrontFacing. It's too buggy on ATI/ Macintosh.
2010-08-14 00:13:16 +02:00

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XML

<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/material-diffuse</name>
<inherits-from>Effects/model-default</inherits-from>
<technique n="10">
<pass>
<program>
<vertex-shader>Shaders/default.vert</vertex-shader>
<fragment-shader>Shaders/default.frag</fragment-shader>
</program>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>1</value> <!-- DIFFUSE -->
</uniform>
</pass>
</technique>
</PropertyList>