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class TerrainMaterial extends RenderedMaterial native noteditinlinenew; cpptext { virtual UMaterial* CheckFallback(); virtual UBOOL HasFallback(); } struct native TerrainMaterialLayer { var material Texture; var bitmapmaterial AlphaWeight; var Matrix TextureMatrix; }; var const array<TerrainMaterialLayer> Layers; #if IG_R // rowan: MacroTexture related var const Texture MacroTexture; var const Matrix MacroTextureTransform; var const bool ForceFogOverride; #endif #if IG_TRIBES3 // rowan: macro texture lightmapping var const bool DisableLayer2xModulate; // need to disable 2x modulate per layer (its applied in lightmap pass instead) #endif var const byte RenderMethod; var const bool FirstPass; defaultproperties { #if IG_RENDERER // rowan: set Materialtype for quick casts MaterialType = MT_TerrainMaterial #endif } |
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