[25] | 1 | // ------------------------------- |
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| 2 | // Cel Shading Section |
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| 3 | // ------------------------------- |
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| 4 | vertex_program Ogre/CelShadingVP cg |
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| 5 | { |
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| 6 | source Example_CelShading.cg |
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| 7 | entry_point main_vp |
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| 8 | profiles vs_1_1 arbvp1 |
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| 9 | |
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| 10 | default_params |
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| 11 | { |
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| 12 | param_named_auto lightPosition light_position_object_space 0 |
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| 13 | param_named_auto eyePosition camera_position_object_space |
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| 14 | param_named_auto worldViewProj worldviewproj_matrix |
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| 15 | param_named shininess float 10 |
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| 16 | } |
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| 17 | } |
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| 18 | |
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| 19 | fragment_program Ogre/CelShadingFP cg |
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| 20 | { |
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| 21 | source Example_CelShading.cg |
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| 22 | entry_point main_fp |
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| 23 | profiles ps_1_1 arbfp1 fp20 |
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| 24 | } |
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| 25 | |
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| 26 | |
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| 27 | material Examples/CelShading |
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| 28 | { |
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| 29 | technique |
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| 30 | { |
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| 31 | pass |
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| 32 | { |
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| 33 | vertex_program_ref Ogre/CelShadingVP |
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| 34 | { |
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| 35 | // map shininess from custom renderable param 1 |
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| 36 | param_named_auto shininess custom 1 |
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| 37 | } |
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| 38 | fragment_program_ref Ogre/CelShadingFP |
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| 39 | { |
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| 40 | // map diffuse from custom renderable param 2 |
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| 41 | param_named_auto diffuse custom 2 |
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| 42 | // map specular from custom renderable param 2 |
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| 43 | param_named_auto specular custom 3 |
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| 44 | } |
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| 45 | texture_unit |
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| 46 | { |
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| 47 | texture cel_shading_diffuse.png 1d |
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| 48 | tex_address_mode clamp |
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| 49 | filtering none |
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| 50 | } |
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| 51 | texture_unit |
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| 52 | { |
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| 53 | texture cel_shading_specular.png 1d |
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| 54 | tex_address_mode clamp |
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| 55 | filtering none |
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| 56 | tex_coord_set 1 |
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| 57 | } |
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| 58 | texture_unit |
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| 59 | { |
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| 60 | texture cel_shading_edge.png 1d |
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| 61 | tex_address_mode clamp |
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| 62 | filtering none |
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| 63 | tex_coord_set 2 |
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| 64 | } |
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| 65 | } |
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| 66 | } |
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| 67 | |
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| 68 | } |
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| 69 | |
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| 70 | |
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| 71 | |
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| 72 | //------------------------ |
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| 73 | // Bump mapping section |
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| 74 | //------------------------ |
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| 75 | |
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| 76 | // Bump map vertex program, support for this is required |
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| 77 | vertex_program Examples/BumpMapVP cg |
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| 78 | { |
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| 79 | source Example_BumpMapping.cg |
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| 80 | entry_point main_vp |
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| 81 | profiles vs_1_1 arbvp1 |
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| 82 | } |
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| 83 | |
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| 84 | // Bump map fragment program, support for this is optional |
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| 85 | fragment_program Examples/BumpMapFP cg |
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| 86 | { |
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| 87 | source Example_BumpMapping.cg |
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| 88 | entry_point main_fp |
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| 89 | profiles ps_1_1 arbfp1 fp20 |
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| 90 | } |
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| 91 | |
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| 92 | // Bump map vertex program shadow receiver |
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| 93 | vertex_program Examples/BumpMapVPShadowRcv cg |
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| 94 | { |
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| 95 | source Example_BumpMapping.cg |
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| 96 | entry_point main_shadowreceiver_vp |
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| 97 | profiles vs_1_1 arbvp1 |
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| 98 | } |
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| 99 | // Bump map fragment program shadow receiver, support for this is optional |
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| 100 | fragment_program Examples/BumpMapFPShadowRcv cg |
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| 101 | { |
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| 102 | source Example_BumpMapping.cg |
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| 103 | entry_point main_shadowreceiver_fp |
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| 104 | profiles ps_1_1 arbfp1 fp20 |
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| 105 | } |
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| 106 | |
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| 107 | |
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| 108 | // Bump map with specular vertex program, support for this is required |
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| 109 | vertex_program Examples/BumpMapVPSpecular cg |
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| 110 | { |
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| 111 | source Example_BumpMapping.cg |
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| 112 | entry_point specular_vp |
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| 113 | profiles vs_1_1 arbvp1 |
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| 114 | } |
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| 115 | |
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| 116 | // Bump map fragment program, support for this is optional |
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| 117 | fragment_program Examples/BumpMapFPSpecular cg |
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| 118 | { |
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| 119 | source Example_BumpMapping.cg |
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| 120 | entry_point specular_fp |
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| 121 | profiles ps_1_1 arbfp1 fp20 |
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| 122 | } |
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| 123 | |
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| 124 | // Single light material, less passes (one pass on a 4-unit card) |
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| 125 | material Examples/BumpMapping/SingleLight |
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| 126 | { |
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| 127 | // Preferred technique, uses vertex and fragment programs |
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| 128 | // to support a single coloured light |
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| 129 | technique |
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| 130 | { |
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| 131 | pass |
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| 132 | { |
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| 133 | // base colours, not needed for rendering, but as information |
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| 134 | // to lighting pass categorisation routine |
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| 135 | ambient 0 0 0 |
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| 136 | // Vertex program reference |
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| 137 | vertex_program_ref Examples/BumpMapVP |
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| 138 | { |
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| 139 | param_named_auto lightPosition light_position_object_space 0 |
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| 140 | param_named_auto worldViewProj worldviewproj_matrix |
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| 141 | } |
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| 142 | |
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| 143 | // Fragment program |
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| 144 | fragment_program_ref Examples/BumpMapFP |
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| 145 | { |
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| 146 | param_named_auto lightDiffuse light_diffuse_colour 0 |
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| 147 | } |
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| 148 | |
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| 149 | // Base bump map |
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| 150 | texture_unit |
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| 151 | { |
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| 152 | texture NMBumpsOut.png |
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| 153 | colour_op replace |
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| 154 | } |
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| 155 | // Normalisation cube map |
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| 156 | texture_unit |
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| 157 | { |
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| 158 | cubic_texture nm.png combinedUVW |
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| 159 | tex_coord_set 1 |
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| 160 | tex_address_mode clamp |
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| 161 | } |
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| 162 | // Decal |
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| 163 | texture_unit |
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| 164 | { |
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| 165 | texture RustySteel.jpg |
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| 166 | } |
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| 167 | } |
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| 168 | } |
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| 169 | // Fallback technique, uses vertex program but only fixed-function |
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| 170 | // fragment shading, which does not support coloured light |
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| 171 | technique |
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| 172 | { |
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| 173 | pass |
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| 174 | { |
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| 175 | // base colours, not needed for rendering, but as information |
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| 176 | // to lighting pass categorisation routine |
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| 177 | ambient 0 0 0 |
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| 178 | // Vertex program reference |
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| 179 | vertex_program_ref Examples/BumpMapVP |
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| 180 | { |
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| 181 | param_named_auto lightPosition light_position_object_space 0 |
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| 182 | param_named_auto worldViewProj worldviewproj_matrix |
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| 183 | } |
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| 184 | |
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| 185 | // Base bump map |
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| 186 | texture_unit |
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| 187 | { |
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| 188 | texture NMBumpsOut.png |
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| 189 | colour_op replace |
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| 190 | } |
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| 191 | // Normalisation cube map |
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| 192 | texture_unit |
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| 193 | { |
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| 194 | cubic_texture nm.png combinedUVW |
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| 195 | tex_coord_set 1 |
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| 196 | tex_address_mode clamp |
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| 197 | colour_op_ex dotproduct src_texture src_current |
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| 198 | colour_op_multipass_fallback dest_colour zero |
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| 199 | } |
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| 200 | // Decal |
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| 201 | texture_unit |
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| 202 | { |
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| 203 | texture RustySteel.jpg |
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| 204 | } |
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| 205 | } |
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| 206 | } |
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| 207 | } |
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| 208 | |
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| 209 | // Any number of lights, diffuse |
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| 210 | material Examples/BumpMapping/MultiLight |
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| 211 | { |
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| 212 | |
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| 213 | // This is the preferred technique which uses both vertex and |
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| 214 | // fragment programs, supports coloured lights |
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| 215 | technique |
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| 216 | { |
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| 217 | // Base ambient pass |
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| 218 | pass |
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| 219 | { |
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| 220 | // base colours, not needed for rendering, but as information |
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| 221 | // to lighting pass categorisation routine |
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| 222 | ambient 1 1 1 |
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| 223 | diffuse 0 0 0 |
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| 224 | specular 0 0 0 0 |
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| 225 | // Really basic vertex program |
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| 226 | // NB we don't use fixed function here because GL does not like |
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| 227 | // mixing fixed function and vertex programs, depth fighting can |
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| 228 | // be an issue |
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| 229 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
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| 230 | { |
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| 231 | param_named_auto worldViewProj worldviewproj_matrix |
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| 232 | param_named_auto ambient ambient_light_colour |
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| 233 | } |
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| 234 | |
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| 235 | } |
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| 236 | // Now do the lighting pass |
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| 237 | // NB we don't do decal texture here because this is repeated per light |
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| 238 | pass |
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| 239 | { |
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| 240 | // base colours, not needed for rendering, but as information |
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| 241 | // to lighting pass categorisation routine |
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| 242 | ambient 0 0 0 |
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| 243 | |
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| 244 | // do this for each light |
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| 245 | iteration once_per_light |
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| 246 | |
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| 247 | |
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| 248 | scene_blend add |
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| 249 | |
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| 250 | // Vertex program reference |
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| 251 | vertex_program_ref Examples/BumpMapVP |
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| 252 | { |
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| 253 | param_named_auto lightPosition light_position_object_space 0 |
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| 254 | param_named_auto worldViewProj worldviewproj_matrix |
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| 255 | } |
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| 256 | |
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| 257 | // Fragment program |
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| 258 | fragment_program_ref Examples/BumpMapFP |
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| 259 | { |
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| 260 | param_named_auto lightDiffuse light_diffuse_colour 0 |
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| 261 | } |
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| 262 | |
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| 263 | // Base bump map |
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| 264 | texture_unit |
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| 265 | { |
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| 266 | texture NMBumpsOut.png |
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| 267 | colour_op replace |
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| 268 | } |
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| 269 | // Normalisation cube map |
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| 270 | texture_unit |
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| 271 | { |
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| 272 | cubic_texture nm.png combinedUVW |
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| 273 | tex_coord_set 1 |
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| 274 | tex_address_mode clamp |
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| 275 | } |
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| 276 | } |
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| 277 | |
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| 278 | // Decal pass |
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| 279 | pass |
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| 280 | { |
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| 281 | // base colours, not needed for rendering, but as information |
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| 282 | // to lighting pass categorisation routine |
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| 283 | lighting off |
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| 284 | // Really basic vertex program |
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| 285 | // NB we don't use fixed function here because GL does not like |
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| 286 | // mixing fixed function and vertex programs, depth fighting can |
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| 287 | // be an issue |
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| 288 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
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| 289 | { |
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| 290 | param_named_auto worldViewProj worldviewproj_matrix |
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| 291 | param_named ambient float4 1 1 1 1 |
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| 292 | } |
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| 293 | scene_blend dest_colour zero |
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| 294 | texture_unit |
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| 295 | { |
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| 296 | texture RustedMetal.jpg |
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| 297 | } |
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| 298 | |
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| 299 | } |
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| 300 | } |
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| 301 | |
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| 302 | // This is the fallback which cards which don't have fragment program |
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| 303 | // support will use |
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| 304 | // Note that it still requires vertex program support |
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| 305 | technique |
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| 306 | { |
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| 307 | // Base ambient pass |
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| 308 | pass |
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| 309 | { |
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| 310 | // base colours, not needed for rendering, but as information |
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| 311 | // to lighting pass categorisation routine |
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| 312 | ambient 1 1 1 |
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| 313 | diffuse 0 0 0 |
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| 314 | specular 0 0 0 0 |
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| 315 | // Really basic vertex program |
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| 316 | // NB we don't use fixed function here because GL does not like |
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| 317 | // mixing fixed function and vertex programs, depth fighting can |
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| 318 | // be an issue |
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| 319 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
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| 320 | { |
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| 321 | param_named_auto worldViewProj worldviewproj_matrix |
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| 322 | param_named_auto ambient ambient_light_colour |
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| 323 | } |
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| 324 | |
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| 325 | } |
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| 326 | // Now do the lighting pass |
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| 327 | // NB we don't do decal texture here because this is repeated per light |
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| 328 | pass |
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| 329 | { |
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| 330 | // base colours, not needed for rendering, but as information |
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| 331 | // to lighting pass categorisation routine |
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| 332 | ambient 0 0 0 |
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| 333 | // do this for each light |
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| 334 | iteration once_per_light |
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| 335 | |
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| 336 | |
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| 337 | scene_blend add |
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| 338 | |
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| 339 | // Vertex program reference |
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| 340 | vertex_program_ref Examples/BumpMapVP |
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| 341 | { |
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| 342 | param_named_auto lightPosition light_position_object_space 0 |
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| 343 | param_named_auto worldViewProj worldviewproj_matrix |
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| 344 | } |
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| 345 | |
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| 346 | // Base bump map |
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| 347 | texture_unit |
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| 348 | { |
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| 349 | texture NMBumpsOut.png |
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| 350 | colour_op replace |
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| 351 | } |
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| 352 | // Normalisation cube map, with dot product on bump map |
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| 353 | texture_unit |
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| 354 | { |
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| 355 | cubic_texture nm.png combinedUVW |
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| 356 | tex_coord_set 1 |
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| 357 | tex_address_mode clamp |
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| 358 | colour_op_ex dotproduct src_texture src_current |
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| 359 | colour_op_multipass_fallback dest_colour zero |
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| 360 | } |
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| 361 | } |
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| 362 | |
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| 363 | // Decal pass |
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| 364 | pass |
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| 365 | { |
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| 366 | lighting off |
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| 367 | // Really basic vertex program |
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| 368 | // NB we don't use fixed function here because GL does not like |
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| 369 | // mixing fixed function and vertex programs, depth fighting can |
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| 370 | // be an issue |
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| 371 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
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| 372 | { |
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| 373 | param_named_auto worldViewProj worldviewproj_matrix |
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| 374 | param_named ambient float4 1 1 1 1 |
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| 375 | } |
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| 376 | scene_blend dest_colour zero |
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| 377 | texture_unit |
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| 378 | { |
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| 379 | texture RustedMetal.jpg |
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| 380 | } |
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| 381 | |
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| 382 | } |
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| 383 | |
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| 384 | } |
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| 385 | } |
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| 386 | |
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| 387 | // Any number of lights, diffuse and specular |
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| 388 | material Examples/BumpMapping/MultiLightSpecular |
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| 389 | { |
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| 390 | |
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| 391 | // This is the preferred technique which uses both vertex and |
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| 392 | // fragment programs, supports coloured lights |
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| 393 | technique |
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| 394 | { |
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| 395 | // Base ambient pass |
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| 396 | pass |
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| 397 | { |
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| 398 | // base colours, not needed for rendering, but as information |
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| 399 | // to lighting pass categorisation routine |
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| 400 | ambient 1 1 1 |
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| 401 | diffuse 0 0 0 |
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| 402 | specular 0 0 0 0 |
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| 403 | // Really basic vertex program |
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| 404 | // NB we don't use fixed function here because GL does not like |
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| 405 | // mixing fixed function and vertex programs, depth fighting can |
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| 406 | // be an issue |
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| 407 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
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| 408 | { |
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| 409 | param_named_auto worldViewProj worldviewproj_matrix |
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| 410 | param_named_auto ambient ambient_light_colour |
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| 411 | } |
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| 412 | |
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| 413 | } |
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| 414 | // Now do the lighting pass |
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| 415 | // NB we don't do decal texture here because this is repeated per light |
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| 416 | pass |
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| 417 | { |
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| 418 | // base colours, not needed for rendering, but as information |
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| 419 | // to lighting pass categorisation routine |
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| 420 | ambient 0 0 0 |
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| 421 | // do this for each light |
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| 422 | iteration once_per_light |
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| 423 | |
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| 424 | |
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| 425 | scene_blend add |
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| 426 | |
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| 427 | // Vertex program reference |
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| 428 | vertex_program_ref Examples/BumpMapVPSpecular |
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| 429 | { |
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| 430 | param_named_auto lightPosition light_position_object_space 0 |
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| 431 | param_named_auto eyePosition camera_position_object_space |
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| 432 | param_named_auto worldViewProj worldviewproj_matrix |
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| 433 | } |
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| 434 | |
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| 435 | // Fragment program |
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| 436 | fragment_program_ref Examples/BumpMapFPSpecular |
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| 437 | { |
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| 438 | param_named_auto lightDiffuse light_diffuse_colour 0 |
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| 439 | param_named_auto lightSpecular light_specular_colour 0 |
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| 440 | } |
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| 441 | |
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| 442 | // Base bump map |
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| 443 | texture_unit |
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| 444 | { |
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| 445 | texture NMBumpsOut.png |
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| 446 | colour_op replace |
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| 447 | } |
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| 448 | // Normalisation cube map |
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| 449 | texture_unit |
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| 450 | { |
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| 451 | cubic_texture nm.png combinedUVW |
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| 452 | tex_coord_set 1 |
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| 453 | tex_address_mode clamp |
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| 454 | } |
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| 455 | // Normalisation cube map #2 |
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| 456 | texture_unit |
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| 457 | { |
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| 458 | cubic_texture nm.png combinedUVW |
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| 459 | tex_coord_set 2 |
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| 460 | tex_address_mode clamp |
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| 461 | } |
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| 462 | } |
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| 463 | |
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| 464 | // Decal pass |
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| 465 | pass |
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| 466 | { |
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| 467 | lighting off |
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| 468 | // Really basic vertex program |
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| 469 | // NB we don't use fixed function here because GL does not like |
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| 470 | // mixing fixed function and vertex programs, depth fighting can |
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| 471 | // be an issue |
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| 472 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
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| 473 | { |
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| 474 | param_named_auto worldViewProj worldviewproj_matrix |
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| 475 | param_named ambient float4 1 1 1 1 |
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| 476 | } |
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| 477 | scene_blend dest_colour zero |
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| 478 | texture_unit |
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| 479 | { |
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| 480 | texture RustedMetal.jpg |
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| 481 | } |
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| 482 | |
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| 483 | } |
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| 484 | } |
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| 485 | |
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| 486 | // This is the fallback which cards which don't have fragment program |
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| 487 | // support will use, NB does not support specular colour |
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| 488 | // Note that it still requires vertex program support |
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| 489 | technique |
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| 490 | { |
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| 491 | // Base ambient pass |
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| 492 | pass |
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| 493 | { |
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| 494 | // base colours, not needed for rendering, but as information |
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| 495 | // to lighting pass categorisation routine |
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| 496 | ambient 1 1 1 |
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| 497 | diffuse 0 0 0 |
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| 498 | specular 0 0 0 0 |
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| 499 | // Really basic vertex program |
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| 500 | // NB we don't use fixed function here because GL does not like |
---|
| 501 | // mixing fixed function and vertex programs, depth fighting can |
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| 502 | // be an issue |
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| 503 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
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| 504 | { |
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| 505 | param_named_auto worldViewProj worldviewproj_matrix |
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| 506 | param_named_auto ambient ambient_light_colour |
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| 507 | } |
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| 508 | |
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| 509 | } |
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| 510 | // Now do the lighting pass |
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| 511 | // NB we don't do decal texture here because this is repeated per light |
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| 512 | pass |
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| 513 | { |
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| 514 | // base colours, not needed for rendering, but as information |
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| 515 | // to lighting pass categorisation routine |
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| 516 | ambient 0 0 0 |
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| 517 | // do this for each light |
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| 518 | iteration once_per_light |
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| 519 | |
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| 520 | |
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| 521 | scene_blend add |
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| 522 | |
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| 523 | // Vertex program reference |
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| 524 | vertex_program_ref Examples/BumpMapVP |
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| 525 | { |
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| 526 | param_named_auto lightPosition light_position_object_space 0 |
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| 527 | param_named_auto worldViewProj worldviewproj_matrix |
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| 528 | } |
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| 529 | |
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| 530 | // Base bump map |
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| 531 | texture_unit |
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| 532 | { |
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| 533 | texture NMBumpsOut.png |
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| 534 | colour_op replace |
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| 535 | } |
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| 536 | // Normalisation cube map, with dot product on bump map |
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| 537 | texture_unit |
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| 538 | { |
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| 539 | cubic_texture nm.png combinedUVW |
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| 540 | tex_coord_set 1 |
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| 541 | tex_address_mode clamp |
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| 542 | colour_op_ex dotproduct src_texture src_current |
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| 543 | colour_op_multipass_fallback dest_colour zero |
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| 544 | } |
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| 545 | } |
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| 546 | |
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| 547 | // Decal pass |
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| 548 | pass |
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| 549 | { |
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| 550 | lighting off |
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| 551 | // Really basic vertex program |
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| 552 | // NB we don't use fixed function here because GL does not like |
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| 553 | // mixing fixed function and vertex programs, depth fighting can |
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| 554 | // be an issue |
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| 555 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
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| 556 | { |
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| 557 | param_named_auto worldViewProj worldviewproj_matrix |
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| 558 | param_named ambient float4 1 1 1 1 |
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| 559 | } |
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| 560 | scene_blend dest_colour zero |
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| 561 | texture_unit |
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| 562 | { |
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| 563 | texture RustedMetal.jpg |
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| 564 | } |
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| 565 | |
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| 566 | } |
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| 567 | |
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| 568 | } |
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| 569 | } |
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| 570 | |
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| 571 | //--------------------------- |
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| 572 | // Projective texture section |
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| 573 | //--------------------------- |
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| 574 | |
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| 575 | |
---|
| 576 | vertex_program Examples/TexProjectionVP cg |
---|
| 577 | { |
---|
| 578 | source Example_Projection.cg |
---|
| 579 | entry_point generalPurposeProjection_vp |
---|
| 580 | profiles vs_1_1 arbvp1 |
---|
| 581 | } |
---|
| 582 | |
---|
| 583 | fragment_program Examples/TexProjectionFP cg |
---|
| 584 | { |
---|
| 585 | source Example_Projection.cg |
---|
| 586 | entry_point generalPurposeProjection_fp |
---|
| 587 | // sorry, ps_1_1 can't do this, fp20 can though |
---|
| 588 | profiles ps_2_0 arbfp1 fp20 |
---|
| 589 | } |
---|
| 590 | |
---|
| 591 | material Examples/GeneralTexProjection |
---|
| 592 | { |
---|
| 593 | technique |
---|
| 594 | { |
---|
| 595 | pass |
---|
| 596 | { |
---|
| 597 | |
---|
| 598 | vertex_program_ref Examples/TexProjectionVP |
---|
| 599 | { |
---|
| 600 | param_named_auto worldViewProjMatrix worldviewproj_matrix |
---|
| 601 | param_named_auto worldMatrix world_matrix |
---|
| 602 | // You'll need to update the tex projection, I suggest using |
---|
| 603 | // the Frustum class |
---|
| 604 | //param_named_auto texWorldViewProj worldviewproj_matrix |
---|
| 605 | } |
---|
| 606 | fragment_program_ref Examples/TexProjectionFP |
---|
| 607 | { |
---|
| 608 | // no params |
---|
| 609 | } |
---|
| 610 | texture_unit |
---|
| 611 | { |
---|
| 612 | // Project the OGRE logo |
---|
| 613 | texture ogrelogo.png |
---|
| 614 | tex_address_mode clamp |
---|
| 615 | } |
---|
| 616 | } |
---|
| 617 | |
---|
| 618 | |
---|
| 619 | } |
---|
| 620 | |
---|
| 621 | } |
---|
| 622 | |
---|
| 623 | //---------------------------- |
---|
| 624 | // Distortion effects |
---|
| 625 | //---------------------------- |
---|
| 626 | |
---|
| 627 | vertex_program Examples/FresnelRefractReflectVP cg |
---|
| 628 | { |
---|
| 629 | source Example_Fresnel.cg |
---|
| 630 | entry_point main_vp |
---|
| 631 | profiles vs_1_1 arbvp1 |
---|
| 632 | } |
---|
| 633 | vertex_program Examples/FresnelRefractReflectVPold cg |
---|
| 634 | { |
---|
| 635 | source Example_Fresnel.cg |
---|
| 636 | entry_point main_vp_old |
---|
| 637 | profiles vs_1_1 arbvp1 |
---|
| 638 | } |
---|
| 639 | |
---|
| 640 | fragment_program Examples/FresnelRefractReflectFP cg |
---|
| 641 | { |
---|
| 642 | source Example_Fresnel.cg |
---|
| 643 | entry_point main_fp |
---|
| 644 | // sorry, ps_1_1 and fp20 can't do this |
---|
| 645 | profiles ps_2_0 arbfp1 |
---|
| 646 | } |
---|
| 647 | |
---|
| 648 | fragment_program Examples/FresnelRefractReflectPS asm |
---|
| 649 | { |
---|
| 650 | source Example_FresnelPS.asm |
---|
| 651 | // sorry, only for ps_1_4 :) |
---|
| 652 | syntax ps_1_4 |
---|
| 653 | |
---|
| 654 | } |
---|
| 655 | |
---|
| 656 | material Examples/FresnelReflectionRefraction |
---|
| 657 | { |
---|
| 658 | // ps_2_0 / arbfp1 |
---|
| 659 | technique |
---|
| 660 | { |
---|
| 661 | pass |
---|
| 662 | { |
---|
| 663 | |
---|
| 664 | vertex_program_ref Examples/FresnelRefractReflectVP |
---|
| 665 | { |
---|
| 666 | param_named_auto worldViewProjMatrix worldviewproj_matrix |
---|
| 667 | param_named_auto eyePosition camera_position_object_space |
---|
| 668 | param_named_auto timeVal time 0.05 |
---|
| 669 | param_named scroll float 1 |
---|
| 670 | param_named scale float 1 |
---|
| 671 | param_named noise float 1 |
---|
| 672 | // scroll and noisePos will need updating per frame |
---|
| 673 | } |
---|
| 674 | fragment_program_ref Examples/FresnelRefractReflectFP |
---|
| 675 | { |
---|
| 676 | param_named fresnelBias float -0.1 |
---|
| 677 | param_named fresnelScale float 1.8 |
---|
| 678 | param_named fresnelPower float 8 |
---|
| 679 | param_named tintColour float4 0 0.0.05 0.05 1 |
---|
| 680 | param_named noiseScale float 0.05 |
---|
| 681 | } |
---|
| 682 | // Noise |
---|
| 683 | texture_unit |
---|
| 684 | { |
---|
| 685 | // Perlin noise volume |
---|
| 686 | texture waves2.dds |
---|
| 687 | // min / mag filtering, no mip |
---|
| 688 | filtering linear linear none |
---|
| 689 | } |
---|
| 690 | // Reflection |
---|
| 691 | texture_unit |
---|
| 692 | { |
---|
| 693 | // Will be filled in at runtime |
---|
| 694 | texture Reflection |
---|
| 695 | tex_address_mode clamp |
---|
| 696 | // needed by ps.1.4 |
---|
| 697 | tex_coord_set 1 |
---|
| 698 | } |
---|
| 699 | // Refraction |
---|
| 700 | texture_unit |
---|
| 701 | { |
---|
| 702 | // Will be filled in at runtime |
---|
| 703 | texture Refraction |
---|
| 704 | tex_address_mode clamp |
---|
| 705 | // needed by ps.1.4 |
---|
| 706 | tex_coord_set 2 |
---|
| 707 | } |
---|
| 708 | } |
---|
| 709 | |
---|
| 710 | |
---|
| 711 | } |
---|
| 712 | |
---|
| 713 | // ATI 8500 + |
---|
| 714 | technique |
---|
| 715 | { |
---|
| 716 | pass |
---|
| 717 | { |
---|
| 718 | vertex_program_ref Examples/FresnelRefractReflectVPold |
---|
| 719 | { |
---|
| 720 | param_named_auto worldViewProjMatrix worldviewproj_matrix |
---|
| 721 | param_named_auto eyePosition camera_position_object_space |
---|
| 722 | param_named fresnelBias float -0.3 |
---|
| 723 | param_named fresnelScale float 1.4 |
---|
| 724 | param_named fresnelPower float 8 |
---|
| 725 | param_named_auto timeVal time_0_1 20 |
---|
| 726 | param_named scroll float 1 |
---|
| 727 | param_named scale float 4 |
---|
| 728 | param_named noise float 1 |
---|
| 729 | // scroll and noisePos will need updating per frame |
---|
| 730 | } |
---|
| 731 | |
---|
| 732 | // for ATI RADEON 8500 - 9200 |
---|
| 733 | fragment_program_ref Examples/FresnelRefractReflectPS |
---|
| 734 | { |
---|
| 735 | // distortionRange |
---|
| 736 | param_indexed 0 float 0.025 |
---|
| 737 | // tintColour |
---|
| 738 | param_indexed 1 float4 0.05 0.12 0.15 1 |
---|
| 739 | } |
---|
| 740 | |
---|
| 741 | // Noise |
---|
| 742 | texture_unit |
---|
| 743 | { |
---|
| 744 | // Perlin noise volume |
---|
| 745 | texture perlinvolume.dds 3d |
---|
| 746 | // min / mag filtering, no mip |
---|
| 747 | filtering linear linear none |
---|
| 748 | } |
---|
| 749 | // Reflection |
---|
| 750 | texture_unit |
---|
| 751 | { |
---|
| 752 | // Will be filled in at runtime |
---|
| 753 | texture Reflection |
---|
| 754 | tex_address_mode clamp |
---|
| 755 | // needed by ps.1.4 |
---|
| 756 | tex_coord_set 1 |
---|
| 757 | } |
---|
| 758 | // Refraction |
---|
| 759 | texture_unit |
---|
| 760 | { |
---|
| 761 | // Will be filled in at runtime |
---|
| 762 | texture Refraction |
---|
| 763 | tex_address_mode clamp |
---|
| 764 | // needed by ps.1.4 |
---|
| 765 | tex_coord_set 2 |
---|
| 766 | } |
---|
| 767 | } |
---|
| 768 | } |
---|
| 769 | } |
---|
| 770 | |
---|
| 771 | // Normal-mapped Athene statue |
---|
| 772 | material Examples/Athene/NormalMapped |
---|
| 773 | { |
---|
| 774 | |
---|
| 775 | // This is the preferred technique which uses both vertex and |
---|
| 776 | // fragment programs, supports coloured lights |
---|
| 777 | technique |
---|
| 778 | { |
---|
| 779 | // Base ambient pass |
---|
| 780 | pass |
---|
| 781 | { |
---|
| 782 | // base colours, not needed for rendering, but as information |
---|
| 783 | // to lighting pass categorisation routine |
---|
| 784 | ambient 1 1 1 |
---|
| 785 | diffuse 0 0 0 |
---|
| 786 | specular 0 0 0 0 |
---|
| 787 | // Really basic vertex program |
---|
| 788 | // NB we don't use fixed function here because GL does not like |
---|
| 789 | // mixing fixed function and vertex programs, depth fighting can |
---|
| 790 | // be an issue |
---|
| 791 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
---|
| 792 | { |
---|
| 793 | param_named_auto worldViewProj worldviewproj_matrix |
---|
| 794 | param_named_auto ambient ambient_light_colour |
---|
| 795 | } |
---|
| 796 | |
---|
| 797 | } |
---|
| 798 | // Now do the lighting pass |
---|
| 799 | // NB we don't do decal texture here because this is repeated per light |
---|
| 800 | pass |
---|
| 801 | { |
---|
| 802 | // base colours, not needed for rendering, but as information |
---|
| 803 | // to lighting pass categorisation routine |
---|
| 804 | ambient 0 0 0 |
---|
| 805 | |
---|
| 806 | // do this for each light |
---|
| 807 | iteration once_per_light |
---|
| 808 | |
---|
| 809 | |
---|
| 810 | scene_blend add |
---|
| 811 | |
---|
| 812 | // Vertex program reference |
---|
| 813 | vertex_program_ref Examples/BumpMapVP |
---|
| 814 | { |
---|
| 815 | param_named_auto lightPosition light_position_object_space 0 |
---|
| 816 | param_named_auto worldViewProj worldviewproj_matrix |
---|
| 817 | } |
---|
| 818 | |
---|
| 819 | // Fragment program |
---|
| 820 | fragment_program_ref Examples/BumpMapFP |
---|
| 821 | { |
---|
| 822 | param_named_auto lightDiffuse light_diffuse_colour 0 |
---|
| 823 | } |
---|
| 824 | |
---|
| 825 | // texture shadow receiver program |
---|
| 826 | shadow_receiver_vertex_program_ref Examples/BumpMapVPShadowRcv |
---|
| 827 | { |
---|
| 828 | param_named_auto lightPosition light_position_object_space 0 |
---|
| 829 | param_named_auto worldViewProj worldviewproj_matrix |
---|
| 830 | param_named_auto worldMatrix world_matrix |
---|
| 831 | param_named_auto texViewProj texture_viewproj_matrix |
---|
| 832 | } |
---|
| 833 | // Additive texture shadow receiver program |
---|
| 834 | shadow_receiver_fragment_program_ref Examples/BumpMapFPShadowRcv |
---|
| 835 | { |
---|
| 836 | param_named_auto lightDiffuse light_diffuse_colour 0 |
---|
| 837 | } |
---|
| 838 | |
---|
| 839 | // Base bump map |
---|
| 840 | texture_unit |
---|
| 841 | { |
---|
| 842 | texture atheneNormalMap.png |
---|
| 843 | colour_op replace |
---|
| 844 | } |
---|
| 845 | // Normalisation cube map |
---|
| 846 | texture_unit |
---|
| 847 | { |
---|
| 848 | cubic_texture nm.png combinedUVW |
---|
| 849 | tex_coord_set 1 |
---|
| 850 | tex_address_mode clamp |
---|
| 851 | } |
---|
| 852 | } |
---|
| 853 | |
---|
| 854 | // Decal pass |
---|
| 855 | pass |
---|
| 856 | { |
---|
| 857 | // base colours, not needed for rendering, but as information |
---|
| 858 | // to lighting pass categorisation routine |
---|
| 859 | lighting off |
---|
| 860 | // Really basic vertex program |
---|
| 861 | // NB we don't use fixed function here because GL does not like |
---|
| 862 | // mixing fixed function and vertex programs, depth fighting can |
---|
| 863 | // be an issue |
---|
| 864 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
---|
| 865 | { |
---|
| 866 | param_named_auto worldViewProj worldviewproj_matrix |
---|
| 867 | param_named ambient float4 1 1 1 1 |
---|
| 868 | } |
---|
| 869 | scene_blend dest_colour zero |
---|
| 870 | texture_unit |
---|
| 871 | { |
---|
| 872 | texture egyptrockyfull.jpg |
---|
| 873 | } |
---|
| 874 | |
---|
| 875 | } |
---|
| 876 | } |
---|
| 877 | |
---|
| 878 | // This is the fallback which cards which don't have fragment program |
---|
| 879 | // support will use |
---|
| 880 | // Note that it still requires vertex program support |
---|
| 881 | technique |
---|
| 882 | { |
---|
| 883 | // Base ambient pass |
---|
| 884 | pass |
---|
| 885 | { |
---|
| 886 | // base colours, not needed for rendering, but as information |
---|
| 887 | // to lighting pass categorisation routine |
---|
| 888 | ambient 1 1 1 |
---|
| 889 | diffuse 0 0 0 |
---|
| 890 | specular 0 0 0 0 |
---|
| 891 | // Really basic vertex program |
---|
| 892 | // NB we don't use fixed function here because GL does not like |
---|
| 893 | // mixing fixed function and vertex programs, depth fighting can |
---|
| 894 | // be an issue |
---|
| 895 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
---|
| 896 | { |
---|
| 897 | param_named_auto worldViewProj worldviewproj_matrix |
---|
| 898 | param_named_auto ambient ambient_light_colour |
---|
| 899 | } |
---|
| 900 | |
---|
| 901 | } |
---|
| 902 | // Now do the lighting pass |
---|
| 903 | // NB we don't do decal texture here because this is repeated per light |
---|
| 904 | pass |
---|
| 905 | { |
---|
| 906 | // base colours, not needed for rendering, but as information |
---|
| 907 | // to lighting pass categorisation routine |
---|
| 908 | ambient 0 0 0 |
---|
| 909 | // do this for each light |
---|
| 910 | iteration once_per_light |
---|
| 911 | |
---|
| 912 | |
---|
| 913 | scene_blend add |
---|
| 914 | |
---|
| 915 | // Vertex program reference |
---|
| 916 | vertex_program_ref Examples/BumpMapVP |
---|
| 917 | { |
---|
| 918 | param_named_auto lightPosition light_position_object_space 0 |
---|
| 919 | param_named_auto worldViewProj worldviewproj_matrix |
---|
| 920 | } |
---|
| 921 | |
---|
| 922 | // Base bump map |
---|
| 923 | texture_unit |
---|
| 924 | { |
---|
| 925 | texture atheneNormalMap.png |
---|
| 926 | colour_op replace |
---|
| 927 | } |
---|
| 928 | // Normalisation cube map, with dot product on bump map |
---|
| 929 | texture_unit |
---|
| 930 | { |
---|
| 931 | cubic_texture nm.png combinedUVW |
---|
| 932 | tex_coord_set 1 |
---|
| 933 | tex_address_mode clamp |
---|
| 934 | colour_op_ex dotproduct src_texture src_current |
---|
| 935 | colour_op_multipass_fallback dest_colour zero |
---|
| 936 | } |
---|
| 937 | } |
---|
| 938 | |
---|
| 939 | // Decal pass |
---|
| 940 | pass |
---|
| 941 | { |
---|
| 942 | lighting off |
---|
| 943 | // Really basic vertex program |
---|
| 944 | // NB we don't use fixed function here because GL does not like |
---|
| 945 | // mixing fixed function and vertex programs, depth fighting can |
---|
| 946 | // be an issue |
---|
| 947 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
---|
| 948 | { |
---|
| 949 | param_named_auto worldViewProj worldviewproj_matrix |
---|
| 950 | param_named ambient float4 1 1 1 1 |
---|
| 951 | } |
---|
| 952 | scene_blend dest_colour zero |
---|
| 953 | texture_unit |
---|
| 954 | { |
---|
| 955 | texture egyptrockyfull.jpg |
---|
| 956 | } |
---|
| 957 | |
---|
| 958 | } |
---|
| 959 | |
---|
| 960 | } |
---|
| 961 | } |
---|
| 962 | |
---|
| 963 | // Basic Athene statue |
---|
| 964 | material Examples/Athene/Basic |
---|
| 965 | { |
---|
| 966 | |
---|
| 967 | technique |
---|
| 968 | { |
---|
| 969 | pass |
---|
| 970 | { |
---|
| 971 | ambient 0.3 0.3 0.3 |
---|
| 972 | diffuse 1.0 1.0 0.9 |
---|
| 973 | |
---|
| 974 | texture_unit |
---|
| 975 | { |
---|
| 976 | texture egyptrockyfull.jpg |
---|
| 977 | } |
---|
| 978 | |
---|
| 979 | } |
---|
| 980 | } |
---|
| 981 | } |
---|
| 982 | |
---|
| 983 | |
---|
| 984 | // Any number of lights, diffuse and specular |
---|
| 985 | material Examples/Athene/NormalMappedSpecular |
---|
| 986 | { |
---|
| 987 | |
---|
| 988 | // This is the preferred technique which uses both vertex and |
---|
| 989 | // fragment programs, supports coloured lights |
---|
| 990 | technique |
---|
| 991 | { |
---|
| 992 | // Base ambient pass |
---|
| 993 | pass |
---|
| 994 | { |
---|
| 995 | // base colours, not needed for rendering, but as information |
---|
| 996 | // to lighting pass categorisation routine |
---|
| 997 | ambient 1 1 1 |
---|
| 998 | diffuse 0 0 0 |
---|
| 999 | specular 0 0 0 0 |
---|
| 1000 | // Really basic vertex program |
---|
| 1001 | // NB we don't use fixed function here because GL does not like |
---|
| 1002 | // mixing fixed function and vertex programs, depth fighting can |
---|
| 1003 | // be an issue |
---|
| 1004 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
---|
| 1005 | { |
---|
| 1006 | param_named_auto worldViewProj worldviewproj_matrix |
---|
| 1007 | param_named_auto ambient ambient_light_colour |
---|
| 1008 | } |
---|
| 1009 | |
---|
| 1010 | } |
---|
| 1011 | // Now do the lighting pass |
---|
| 1012 | // NB we don't do decal texture here because this is repeated per light |
---|
| 1013 | pass |
---|
| 1014 | { |
---|
| 1015 | // base colours, not needed for rendering, but as information |
---|
| 1016 | // to lighting pass categorisation routine |
---|
| 1017 | ambient 0 0 0 |
---|
| 1018 | // do this for each light |
---|
| 1019 | iteration once_per_light |
---|
| 1020 | |
---|
| 1021 | |
---|
| 1022 | scene_blend add |
---|
| 1023 | |
---|
| 1024 | // Vertex program reference |
---|
| 1025 | vertex_program_ref Examples/BumpMapVPSpecular |
---|
| 1026 | { |
---|
| 1027 | param_named_auto lightPosition light_position_object_space 0 |
---|
| 1028 | param_named_auto eyePosition camera_position_object_space |
---|
| 1029 | param_named_auto worldViewProj worldviewproj_matrix |
---|
| 1030 | } |
---|
| 1031 | |
---|
| 1032 | // Fragment program |
---|
| 1033 | fragment_program_ref Examples/BumpMapFPSpecular |
---|
| 1034 | { |
---|
| 1035 | param_named_auto lightDiffuse light_diffuse_colour 0 |
---|
| 1036 | param_named_auto lightSpecular light_specular_colour 0 |
---|
| 1037 | } |
---|
| 1038 | |
---|
| 1039 | // Base bump map |
---|
| 1040 | texture_unit |
---|
| 1041 | { |
---|
| 1042 | texture atheneNormalMap.png |
---|
| 1043 | colour_op replace |
---|
| 1044 | } |
---|
| 1045 | // Normalisation cube map |
---|
| 1046 | texture_unit |
---|
| 1047 | { |
---|
| 1048 | cubic_texture nm.png combinedUVW |
---|
| 1049 | tex_coord_set 1 |
---|
| 1050 | tex_address_mode clamp |
---|
| 1051 | } |
---|
| 1052 | // Normalisation cube map #2 |
---|
| 1053 | texture_unit |
---|
| 1054 | { |
---|
| 1055 | cubic_texture nm.png combinedUVW |
---|
| 1056 | tex_coord_set 2 |
---|
| 1057 | tex_address_mode clamp |
---|
| 1058 | } |
---|
| 1059 | } |
---|
| 1060 | |
---|
| 1061 | // Decal pass |
---|
| 1062 | pass |
---|
| 1063 | { |
---|
| 1064 | lighting off |
---|
| 1065 | // Really basic vertex program |
---|
| 1066 | // NB we don't use fixed function here because GL does not like |
---|
| 1067 | // mixing fixed function and vertex programs, depth fighting can |
---|
| 1068 | // be an issue |
---|
| 1069 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
---|
| 1070 | { |
---|
| 1071 | param_named_auto worldViewProj worldviewproj_matrix |
---|
| 1072 | param_named ambient float4 1 1 1 1 |
---|
| 1073 | } |
---|
| 1074 | scene_blend dest_colour zero |
---|
| 1075 | texture_unit |
---|
| 1076 | { |
---|
| 1077 | texture egyptrockyfull.jpg |
---|
| 1078 | } |
---|
| 1079 | |
---|
| 1080 | } |
---|
| 1081 | } |
---|
| 1082 | |
---|
| 1083 | // This is the fallback which cards which don't have fragment program |
---|
| 1084 | // support will use, NB does not support specular colour |
---|
| 1085 | // Note that it still requires vertex program support |
---|
| 1086 | technique |
---|
| 1087 | { |
---|
| 1088 | // Base ambient pass |
---|
| 1089 | pass |
---|
| 1090 | { |
---|
| 1091 | // base colours, not needed for rendering, but as information |
---|
| 1092 | // to lighting pass categorisation routine |
---|
| 1093 | ambient 1 1 1 |
---|
| 1094 | diffuse 0 0 0 |
---|
| 1095 | specular 0 0 0 0 |
---|
| 1096 | // Really basic vertex program |
---|
| 1097 | // NB we don't use fixed function here because GL does not like |
---|
| 1098 | // mixing fixed function and vertex programs, depth fighting can |
---|
| 1099 | // be an issue |
---|
| 1100 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
---|
| 1101 | { |
---|
| 1102 | param_named_auto worldViewProj worldviewproj_matrix |
---|
| 1103 | param_named_auto ambient ambient_light_colour |
---|
| 1104 | } |
---|
| 1105 | |
---|
| 1106 | } |
---|
| 1107 | // Now do the lighting pass |
---|
| 1108 | // NB we don't do decal texture here because this is repeated per light |
---|
| 1109 | pass |
---|
| 1110 | { |
---|
| 1111 | // base colours, not needed for rendering, but as information |
---|
| 1112 | // to lighting pass categorisation routine |
---|
| 1113 | ambient 0 0 0 |
---|
| 1114 | // do this for each light |
---|
| 1115 | iteration once_per_light |
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| 1116 | |
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| 1117 | |
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| 1118 | scene_blend add |
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| 1119 | |
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| 1120 | // Vertex program reference |
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| 1121 | vertex_program_ref Examples/BumpMapVP |
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| 1122 | { |
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| 1123 | param_named_auto lightPosition light_position_object_space 0 |
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| 1124 | param_named_auto worldViewProj worldviewproj_matrix |
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| 1125 | } |
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| 1126 | |
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| 1127 | // Base bump map |
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| 1128 | texture_unit |
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| 1129 | { |
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| 1130 | texture atheneNormalMap.png |
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| 1131 | colour_op replace |
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| 1132 | } |
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| 1133 | // Normalisation cube map, with dot product on bump map |
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| 1134 | texture_unit |
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| 1135 | { |
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| 1136 | cubic_texture nm.png combinedUVW |
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| 1137 | tex_coord_set 1 |
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| 1138 | tex_address_mode clamp |
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| 1139 | colour_op_ex dotproduct src_texture src_current |
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| 1140 | colour_op_multipass_fallback dest_colour zero |
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| 1141 | } |
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| 1142 | } |
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| 1143 | |
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| 1144 | // Decal pass |
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| 1145 | pass |
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| 1146 | { |
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| 1147 | lighting off |
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| 1148 | // Really basic vertex program |
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| 1149 | // NB we don't use fixed function here because GL does not like |
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| 1150 | // mixing fixed function and vertex programs, depth fighting can |
---|
| 1151 | // be an issue |
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| 1152 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
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| 1153 | { |
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| 1154 | param_named_auto worldViewProj worldviewproj_matrix |
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| 1155 | param_named ambient float4 1 1 1 1 |
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| 1156 | } |
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| 1157 | scene_blend dest_colour zero |
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| 1158 | texture_unit |
---|
| 1159 | { |
---|
| 1160 | texture egyptrockyfull.jpg |
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| 1161 | } |
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| 1162 | |
---|
| 1163 | } |
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| 1164 | |
---|
| 1165 | } |
---|
| 1166 | } |
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| 1167 | |
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