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source: data/branches/Shader_HS18/materials/Cube_Lava_Normal.material @ 12096

Last change on this file since 12096 was 12096, checked in by wiesep, 6 years ago

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[12085]1// Any number of lights, diffuse
2material Cube_Lava_Normal
3{
4    technique
5    {
6        // Base ambient pass
7        pass ambient
8        {
[12096]9          // base colours, not needed for rendering, but as information
10          // to lighting pass categorisation routine
11          ambient 1 1 1
12          diffuse 0 0 0
13          specular 0 0 0 0
14          // Really basic vertex program
15          // NB we don't use fixed function here because GL does not like
16          // mixing fixed function and vertex programs, depth fighting can
17          // be an issue
18          vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureUnified
19          {
20            param_named_auto ambient ambient_light_colour
21          }
22          fragment_program_ref Ogre/BasicFragmentPrograms/PassthroughFP
23          {
24          }
25
[12085]26        }
27        // Now do the lighting pass
28        // NB we don't do decal texture here because this is repeated per light
29        pass perlight
30        {
[12096]31
[12085]32            // do this for each light
33            iteration once_per_light
34            scene_blend add
35
[12091]36            // base colours, not needed for rendering, but as information
37            // to lighting pass categorisation routine
38            ambient 0 0 0
39
[12085]40            // Vertex program reference
[12091]41            vertex_program_ref Examples/BumpMapVP
[12085]42            {
43                param_named_auto lightPosition light_position_object_space 0
44                param_named_auto worldViewProj worldviewproj_matrix
45            }
46
47            // Fragment program
[12091]48            fragment_program_ref Examples/BumpMapFP
[12085]49            {
[12096]50                param_named_auto lightDiffuse light_diffuse_colour 0
[12085]51            }
52
53            // texture shadow receiver program
[12091]54            shadow_receiver_vertex_program_ref Examples/BumpMapVPShadowRcv
[12085]55            {
56                param_named_auto lightPosition light_position_object_space 0
57                param_named_auto worldViewProj worldviewproj_matrix
58                param_named_auto worldMatrix world_matrix
59                param_named_auto texViewProj texture_viewproj_matrix
60            }
61            // Additive texture shadow receiver program
[12091]62            shadow_receiver_fragment_program_ref Examples/BumpMapFPShadowRcv
[12085]63            {
[12096]64                param_named_auto lightDiffuse light_diffuse_colour 0
[12085]65            }
[12096]66
[12085]67            // Base bump map
68            texture_unit normalmap
69            {
70                texture Cube_Lava_NORM.jpg
71                colour_op replace
72            }
73        }
[12096]74
[12085]75        // Decal pass
76        pass decal
77        {
[12096]78            // base colours, not needed for rendering, but as information
79            // to lighting pass categorisation routine
[12085]80            lighting off
[12096]81            // Really basic vertex program
82            // NB we don't use fixed function here because GL does not like
83            // mixing fixed function and vertex programs, depth fighting can
84            // be an issue
85           
[12085]86            scene_blend dest_colour zero
[12092]87            texture_unit decalmap
88            {
[12096]89                texture Cube_Lava_COLOR.jpg
[12092]90            }
[12085]91        }
92    }
93}
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