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diff --git a/engine/src/core-data/Common/MatDefs/Light/Deferred.j3md b/engine/src/core-data/Common/MatDefs/Light/Deferred.j3md
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+MaterialDef Phong Lighting Deferred {
+
+ MaterialParameters {
+
+ // Use more efficent algorithms to improve performance
+ Boolean LowQuality
+
+ // Improve quality at the cost of performance
+ Boolean HighQuality
+
+ // Activate shading along the tangent, instead of the normal
+ // Requires tangent data to be available on the model.
+ Boolean VTangent
+
+ // Use minnaert diffuse instead of lambert
+ Boolean Minnaert
+
+ // Use ward specular instead of phong
+ Boolean WardIso
+
+ Texture2D DiffuseData
+ Texture2D SpecularData
+ Texture2D NormalData
+ Texture2D DepthData
+
+ Vector3 FrustumCorner
+ Vector2 FrustumNearFar
+ Matrix4 ViewProjectionMatrixInverse
+
+ // Color ramp, will map diffuse and specular values through it.
+ Texture2D ColorRamp
+ }
+
+ Technique {
+ LightMode MultiPass
+
+ VertexShader GLSL100: Common/MatDefs/Light/Deferred.vert
+ FragmentShader GLSL100: Common/MatDefs/Light/Deferred.frag
+
+ WorldParameters {
+ WorldViewProjectionMatrix
+ WorldViewMatrix
+ ViewMatrix
+ CameraPosition
+ }
+
+ Defines {
+ ATTENUATION : Attenuation
+ V_TANGENT : VTangent
+ MINNAERT : Minnaert
+ WARDISO : WardIso
+ LOW_QUALITY : LowQuality
+ HQ_ATTENUATION : HighQuality
+ COLORRAMP : ColorRamp
+ }
+ }
+
+ Technique FixedFunc {
+ }
+
+} \ No newline at end of file