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source: data/branches/Shader_HS18/materials/Cube_Lava_Normal.material @ 12097

Last change on this file since 12097 was 12096, checked in by wiesep, 6 years ago

Working version

File size: 3.0 KB
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1// Any number of lights, diffuse
2material Cube_Lava_Normal
3{
4    technique
5    {
6        // Base ambient pass
7        pass ambient
8        {
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
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        {
31
32            // do this for each light
33            iteration once_per_light
34            scene_blend add
35
36            // base colours, not needed for rendering, but as information
37            // to lighting pass categorisation routine
38            ambient 0 0 0
39
40            // Vertex program reference
41            vertex_program_ref Examples/BumpMapVP
42            {
43                param_named_auto lightPosition light_position_object_space 0
44                param_named_auto worldViewProj worldviewproj_matrix
45            }
46
47            // Fragment program
48            fragment_program_ref Examples/BumpMapFP
49            {
50                param_named_auto lightDiffuse light_diffuse_colour 0
51            }
52
53            // texture shadow receiver program
54            shadow_receiver_vertex_program_ref Examples/BumpMapVPShadowRcv
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
62            shadow_receiver_fragment_program_ref Examples/BumpMapFPShadowRcv
63            {
64                param_named_auto lightDiffuse light_diffuse_colour 0
65            }
66
67            // Base bump map
68            texture_unit normalmap
69            {
70                texture Cube_Lava_NORM.jpg
71                colour_op replace
72            }
73        }
74
75        // Decal pass
76        pass decal
77        {
78            // base colours, not needed for rendering, but as information
79            // to lighting pass categorisation routine
80            lighting off
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           
86            scene_blend dest_colour zero
87            texture_unit decalmap
88            {
89                texture Cube_Lava_COLOR.jpg
90            }
91        }
92    }
93}
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