diff --git a/jme3-terrain/src/main/resources/Common/MatDefs/Terrain/HeightBasedTerrain.j3md b/jme3-terrain/src/main/resources/Common/MatDefs/Terrain/HeightBasedTerrain.j3md index f84da24224..b112644e2d 100644 --- a/jme3-terrain/src/main/resources/Common/MatDefs/Terrain/HeightBasedTerrain.j3md +++ b/jme3-terrain/src/main/resources/Common/MatDefs/Terrain/HeightBasedTerrain.j3md @@ -1,45 +1,44 @@ MaterialDef Terrain { - // Parameters to material: - // regionXColorMap: X = 1..4 the texture that should be applied to state X - // regionX: a Vector3f containing the following information: - // regionX.x: the start height of the region - // regionX.y: the end height of the region - // regionX.z: the texture scale for the region - // it might not be the most elegant way for storing these 3 values, but it packs the data nicely :) - // slopeColorMap: the texture to be used for cliffs, and steep mountain sites - // slopeTileFactor: the texture scale for slopes - // terrainSize: the total size of the terrain (used for scaling the texture) - MaterialParameters { - Int BoundDrawBuffer - Texture2D region1ColorMap - Texture2D region2ColorMap - Texture2D region3ColorMap - Texture2D region4ColorMap - Texture2D slopeColorMap - Float slopeTileFactor - Float terrainSize - Vector3 region1 - Vector3 region2 - Vector3 region3 - Vector3 region4 - } + // Parameters to material: + // regionXColorMap: X = 1..4 the texture that should be applied to state X + // regionX: a Vector3f containing the following information: + // regionX.x: the start height of the region + // regionX.y: the end height of the region + // regionX.z: the texture scale for the region + // it might not be the most elegant way for storing these 3 values, but it packs the data nicely :) + // slopeColorMap: the texture to be used for cliffs, and steep mountain sites + // slopeTileFactor: the texture scale for slopes + // terrainSize: the total size of the terrain (used for scaling the texture) - Technique { - VertexShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Terrain/HeightBasedTerrain.vert - FragmentShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Terrain/HeightBasedTerrain.frag + MaterialParameters { + Int BoundDrawBuffer + Texture2D region1ColorMap + Texture2D region2ColorMap + Texture2D region3ColorMap + Texture2D region4ColorMap + Texture2D slopeColorMap + Float slopeTileFactor + Float terrainSize + Vector3 region1 + Vector3 region2 + Vector3 region3 + Vector3 region4 + } - WorldParameters { - WorldViewProjectionMatrix - WorldMatrix - NormalMatrix - } - - Defines { - BOUND_DRAW_BUFFER: BoundDrawBuffer + Technique { + VertexShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Terrain/HeightBasedTerrain.vert + FragmentShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Terrain/HeightBasedTerrain.frag + + WorldParameters { + WorldViewProjectionMatrix + WorldMatrix + NormalMatrix } - } - Technique { + Defines { + BOUND_DRAW_BUFFER: BoundDrawBuffer + } } + }