material Default2DMaterial { renderState { blend = true blendSrc = ONE blendDst = ONE_MINUS_SRC_ALPHA cullFace = false depthTest = false stencilTest = false } } material Default3DMaterial { renderState { blend = true blendSrc = ONE blendDst = ONE_MINUS_SRC_ALPHA cullFace = false depthTest = true depthWrite = true } } material ShaderPositionTextureColor : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_PositionTextureColor.vert fragmentShader = core/preload/shaders/ccShader_PositionTextureColor.frag } } } material ShaderPositionTextureColor3D : Default3DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_PositionTextureColor.vert fragmentShader = core/preload/shaders/ccShader_PositionTextureColor.frag } } } material ShaderPositionTextureColor_noMVP : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_PositionTextureColor_noMVP.vert fragmentShader = core/preload/shaders/ccShader_PositionTextureColor_noMVP.frag } } } material ShaderPositionTextureColorAlphaTest : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_PositionTextureColor.vert fragmentShader = core/preload/shaders/ccShader_PositionTextureColorAlphaTest.frag } } } material ShaderPositionTextureColorAlphaTest_NoMV : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_PositionTextureColor_noMVP.vert fragmentShader = core/preload/shaders/ccShader_PositionTextureColorAlphaTest.frag } } } material ShaderPositionColor : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_PositionColor.vert fragmentShader = core/preload/shaders/ccShader_PositionColor.frag } } } material ShaderPositionColor3D : Default3DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_PositionColor.vert fragmentShader = core/preload/shaders/ccShader_PositionColor.frag } } } material ShaderPositionColor_noMVP : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_PositionTextureColor_noMVP.vert fragmentShader = core/preload/shaders/ccShader_PositionColor.frag } } } material ShaderPositionTexture : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_PositionTexture.vert fragmentShader = core/preload/shaders/ccShader_PositionTexture.frag } } } material ShaderPositionTexture_uColor : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_PositionTexture_uColor.vert fragmentShader = core/preload/shaders/ccShader_PositionTexture_uColor.frag } } } material ShaderPositionTextureA8Color : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_PositionTextureA8Color.vert fragmentShader = core/preload/shaders/ccShader_PositionTextureA8Color.frag } } } material ShaderPosition_uColor : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_Position_uColor.vert fragmentShader = core/preload/shaders/ccShader_Position_uColor.frag } } } material ShaderPosition_uColor3D : Default3DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_Position_uColor.vert fragmentShader = core/preload/shaders/ccShader_Position_uColor.frag } } } material ShaderPositionLengthTextureColor : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_PositionColorLengthTexture.vert fragmentShader = core/preload/shaders/ccShader_PositionColorLengthTexture.frag } } } material ShaderLabelDFNormal : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_Label.vert fragmentShader = core/preload/shaders/ccShader_Label_df.frag } } } material ShaderLabelDFGlow : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_Label.vert fragmentShader = core/preload/shaders/ccShader_Label_df_glow.frag } } } material ShaderLabelNormal : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_Label.vert fragmentShader = core/preload/shaders/ccShader_Label_normal.frag } } } material ShaderLabelOutline : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_Label.vert fragmentShader = core/preload/shaders/ccShader_Label_outline_border.frag } pass { vertexShader = core/preload/shaders/ccShader_Label.vert fragmentShader = core/preload/shaders/ccShader_Label_outline_font.frag } } } material ShaderTextNormal : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_Text.vert fragmentShader = core/preload/shaders/ccShader_Text_normal.frag } } } material ShaderTextOutline : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_Text.vert fragmentShader = core/preload/shaders/ccShader_Text_outline.frag } } } material Shader3DPosition : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_3D_PositionTex.vert fragmentShader = core/preload/shaders/ccShader_3D_Color.frag } } } material Shader3DPositionTexture : Default2DMaterial { technique { pass { vertexShader = core/preload/shaders/ccShader_3D_PositionTex.vert fragmentShader = core/preload/shaders/ccShader_3D_ColorTex.frag } } }