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forked from 0ad/0ad
0ad/binaries/data/mods/public/shaders/terrain_decal.xml
Ykkrosh 8fee3d8ef8 # New territory border rendering.
Add textured line overlay rendering.
Change terrain height calculations to be triangulation-dependent for
improved accuracy.
Add triangulation-dependent terrain normal function.
Support separate S/T wrap modes for textures.
Rename CVector2D_Maths since it no longer conflicts with simulation
CVector2D.
Coalesce freed chunks in vertex buffers, to avoid excessive
fragmentation.
Add some things to help debug vertex buffer allocation a little.

This was SVN commit r9929.
2011-07-30 00:56:45 +00:00

24 lines
816 B
XML

<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<define name="DECAL" value="1"/>
<vertex file="terrain_common.vp">
<uniform name="sunColor" loc="0" type="vec3"/>
<uniform name="losTransform" loc="1" type="vec2"/>
<uniform name="shadowTransform" loc="2" type="mat4"/>
</vertex>
<fragment file="terrain_common.fp">
<uniform name="baseTex" loc="0" type="sampler2D"/>
<uniform name="shadowTex" loc="2" type="sampler2DShadow"/>
<uniform name="losTex" loc="3" type="sampler2D"/>
<uniform name="ambient" loc="0" type="vec3"/>
<uniform name="shadingColor" loc="1" type="vec3"/>
<uniform name="shadowOffsets1" loc="2" type="vec4"/>
<uniform name="shadowOffsets2" loc="3" type="vec4"/>
</fragment>
</program>