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source: data/branches/Shader_HS18/materials/Cube_Lava_Normal.material @ 12085

Last change on this file since 12085 was 12085, checked in by wiesep, 6 years ago

Files for shader testing

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1//------------------------
2// Basic
3//------------------------
4
5//---------------------------------------------------
6// This file includes a number of basic GPU programs
7// for use in many materials.
8//---------------------------------------------------
9
10
11// A really basic ambient pass program, support for one texture coordinate set
12vertex_program AmbientOneTextureCg cg
13{
14    source Example_Basic.cg
15    entry_point ambientOneTexture_vp
16    profiles vs_1_1 arbvp1
17
18    default_params
19    {
20        param_named_auto worldViewProj worldviewproj_matrix
21        param_named_auto ambient ambient_light_colour
22    }
23
24}
25
26vertex_program AmbientOneTextureCgSm4 cg
27{
28    source Example_Basic_sm4.cg
29    entry_point ambientOneTexture_vp
30    profiles vs_4_0
31
32    default_params
33    {
34        param_named_auto worldViewProj worldviewproj_matrix
35        param_named_auto ambient ambient_light_colour
36    }
37
38}
39
40// A really basic ambient pass program, support for one texture coordinate set
41vertex_program AmbientOneTextureHLSL hlsl
42{
43    source Example_Basic.hlsl
44    entry_point ambientOneTexture_vp
45    target vs_4_0
46
47    default_params
48    {
49        param_named_auto worldViewProj worldviewproj_matrix
50        param_named_auto ambient ambient_light_colour
51    }
52}
53// A really basic ambient pass program, support for one texture coordinate set
54vertex_program AmbientOneTextureGLSL glsl
55{
56    source AmbientOneTexture.glsl
57}
58
59// A really basic ambient pass program, support for one texture coordinate set
60vertex_program AmbientOneTextureGLSL glsl
61{
62    source AmbientOneTexture.glsl
63   
64
65    default_params
66    {
67        param_named_auto ambient ambient_light_colour
68        param_named_auto worldViewProj worldviewproj_matrix
69    }
70}
71
72// A really basic ambient pass program, support for one texture coordinate set
73vertex_program AmbientOneTextureGLSLES glsles
74{
75    source AmbientOneTexture.glsles
76
77    default_params
78    {
79        param_named_auto worldViewProj worldviewproj_matrix
80        param_named_auto ambient ambient_light_colour
81    }
82}
83
84vertex_program AmbientOneTextureWithUVGLSLES glsles
85{
86    source AmbientOneTextureWithUV.glsles
87
88    default_params
89    {
90        param_named_auto worldViewProj worldviewproj_matrix
91        param_named_auto ambient ambient_light_colour
92    }
93}
94
95vertex_program AmbientOneTextureWithUVGLSL glsl
96{
97    source AmbientOneTextureWithUV.glsl
98   
99
100    default_params
101    {
102        param_named_auto worldViewProj worldviewproj_matrix
103        param_named_auto ambient ambient_light_colour
104    }
105}
106
107vertex_program AmbientOneTextureWithUV unified
108{
109    delegate AmbientOneTextureWithUVGLSL
110    delegate AmbientOneTextureWithUVGLSLES
111    delegate AmbientOneTextureHLSL
112    delegate AmbientOneTextureCg
113    delegate AmbientOneTextureCgSm4
114}
115
116vertex_program AmbientOneTextureUnified unified
117{
118    delegate AmbientOneTextureGLSL
119    delegate AmbientOneTextureGLSLES
120    delegate AmbientOneTextureHLSL
121    delegate AmbientOneTextureCg
122    delegate AmbientOneTextureCgSm4
123}
124
125fragment_program DiffuseOneTextureCg cg
126{
127    source Example_Basic.cg
128    entry_point diffuseOneTexture_fp
129    profiles ps_2_0 arbfp1
130}
131
132fragment_program DiffuseOneTextureGLSLES glsles
133{
134    source DiffuseOneTexture.glsles
135    default_params
136    {
137        param_named texMap int 0
138    }
139}
140
141fragment_program DiffuseOneTextureGLSL glsl
142{
143    source DiffuseOneTexture.glsl
144    default_params
145    {
146        param_named texMap int 0
147    }
148}
149
150fragment_program DiffuseOneTexture unified
151{
152    delegate DiffuseOneTextureGLSL
153    delegate DiffuseOneTextureGLSLES
154    delegate DiffuseOneTextureCg
155}
156
157// A really basic ambient pass program, support for one texture coordinate set
158fragment_program PassthroughFP unified
159{
160    delegate PassthroughFpGLSL
161    delegate PassthroughFpGLSLES
162    delegate PassthroughFpCgSm4
163    delegate PassthroughFpCg
164}
165
166// A really basic ambient pass program, support for one texture coordinate set
167fragment_program PassthroughFpCgSm4 cg
168{
169    entry_point main
170    source PassthroughFP_sm4.cg
171    profiles ps_4_0
172}
173
174fragment_program PassthroughFpCg cg
175{
176    entry_point mainCg
177    source PassthroughFP.cg
178    profiles ps_2_0 arbfp1
179}
180
181// A really basic ambient pass program, support for one texture coordinate set
182fragment_program PassthroughFpCgSm4ForAmbientOneTexture cg
183{
184    entry_point mainForAmbientOneTexture
185    source PassthroughFP_sm4.cg
186    profiles ps_4_0
187}
188
189
190// A really basic ambient pass program, support for one texture coordinate set
191fragment_program PassthroughFpGLSLES glsles
192{
193    source PassthroughFP.glsles
194}
195
196fragment_program PassthroughFpGLSL glsl
197{
198    source PassthroughFP.glsl
199}
200
201//------------------------
202// Bump mapping section
203//------------------------
204
205// Bump map vertex program, support for this is required
206vertex_program Lava/BumpMapVPCg cg
207{
208    source Example_BumpMapping.cg
209    entry_point main_vp
210    profiles vs_4_0 vs_1_1 arbvp1
211}
212
213vertex_program Lava/BumpMapVPGLSLES glsles
214{
215    source Example_BumpMappingVp.glsles
216    profiles glsles
217}
218
219vertex_program Lava/BumpMapVPGLSL glsl
220{
221    source Example_BumpMappingVp.glsl
222}
223
224vertex_program Lava/BumpMapVP unified
225{
226    delegate Lava/BumpMapVPGLSL
227    delegate Lava/BumpMapVPGLSLES
228    delegate Lava/BumpMapVPCg
229}
230
231// Bump map vertex program, with tangent parity support for this is required
232vertex_program Lava/BumpMapVPTangentParityCg cg
233{
234    source Example_BumpMapping.cg
235    entry_point main_vp
236    profiles vs_1_1 arbvp1
237    compile_arguments -DTANGENTS_HAVE_PARITY=1
238}
239
240// Bump map vertex program, with tangent parity support for this is required
241vertex_program Lava/BumpMapVPTangentParityGLSLES glsles
242{
243    source BumpMapVPTangentParity.glsles
244}
245
246vertex_program Lava/BumpMapVPTangentParityGLSL glsl
247{
248    source BumpMapVPTangentParity.glsl
249    default_params
250    {
251        param_named_auto lightDiffuse light_diffuse_colour 0
252    }
253}
254
255vertex_program Lava/BumpMapVPTangentParity unified
256{
257    delegate Lava/BumpMapVPTangentParityGLSL
258    delegate Lava/BumpMapVPTangentParityGLSLES
259    delegate Lava/BumpMapVPTangentParityCg
260}
261
262// Bump map fragment program, support for this is optional
263fragment_program Lava/BumpMapFPCg cg
264{
265    source Example_BumpMapping.cg
266    entry_point main_fp
267    profiles ps_4_0 ps_2_0 arbfp1 fp20
268}
269
270fragment_program Lava/BumpMapFPGLSLES glsles
271{
272    source Example_BumpMappingFp.glsles
273    profiles glsles
274    default_params
275    {
276        // assign samplers as required by GLSL
277        param_named normalMap int 0
278    }
279}
280
281fragment_program Lava/BumpMapFPGLSL glsl
282{
283    source Example_BumpMappingFp.glsl
284    default_params
285    {
286        // assign samplers as required by GLSL
287        param_named normalMap int 0
288    }
289}
290
291fragment_program Lava/BumpMapFP unified
292{
293    delegate Lava/BumpMapFPGLSL
294    delegate Lava/BumpMapFPGLSLES
295    delegate Lava/BumpMapFPCg
296}
297
298// Bump map vertex program shadow receiver
299vertex_program Lava/BumpMapVPShadowRcvCg cg
300{
301    source Example_BumpMapping.cg
302    entry_point main_shadowreceiver_vp
303    profiles vs_1_1 arbvp1
304}
305
306// Bump map vertex program shadow receiver
307vertex_program Lava/BumpMapVPShadowRcvGLSLES glsles
308{
309    source Example_BumpMappingShadowRcvVp.glsles
310    profiles glsles
311}
312
313vertex_program Lava/BumpMapVPShadowRcvGLSL glsl
314{
315    source Example_BumpMappingShadowRcvVp.glsl
316
317}
318
319vertex_program Lava/BumpMapVPShadowRcv unified
320{
321    delegate Lava/BumpMapVPShadowRcvGLSL
322    delegate Lava/BumpMapVPShadowRcvGLSLES
323    delegate Lava/BumpMapVPShadowRcvCg
324}
325
326// Bump map fragment program shadow receiver, support for this is optional
327fragment_program Lava/BumpMapFPShadowRcvCg cg
328{
329    source Example_BumpMapping.cg
330    entry_point main_shadowreceiver_fp
331    profiles ps_2_0 arbfp1 fp20
332}
333
334// Bump map fragment program shadow receiver, support for this is optional
335fragment_program Lava/BumpMapFPShadowRcvGLSLES glsles
336{
337    source Example_BumpMappingShadowRcvFp.glsles
338    profiles glsles
339    default_params
340    {
341        // assign samplers as required by GLSL
342        param_named shadowMap int 0
343        param_named normalMap int 1
344    }
345}
346
347fragment_program Lava/BumpMapFPShadowRcvGLSL glsl
348{
349    source Example_BumpMappingShadowRcvFp.glsl
350    default_params
351    {
352        // assign samplers as required by GLSL
353        param_named shadowMap int 0
354        param_named normalMap int 1
355    }
356}
357
358fragment_program Lava/BumpMapFPShadowRcv unified
359{
360    delegate Lava/BumpMapFPShadowRcvGLSL
361    delegate Lava/BumpMapFPShadowRcvGLSLES
362    delegate Lava/BumpMapFPShadowRcvCg
363}
364
365// Bump map with specular vertex program, support for this is required
366vertex_program Lava/BumpMapVPSpecularCg cg
367{
368    source Example_BumpMapping.cg
369    entry_point specular_vp
370    profiles vs_4_0 vs_1_1 arbvp1
371}
372
373// Bump map with specular vertex program, support for this is required
374vertex_program Lava/BumpMapVPSpecularGLSLES glsles
375{
376    source Example_BumpMappingSpecularVp.glsles
377    profiles glsles
378}
379
380vertex_program Lava/BumpMapVPSpecularGLSL glsl
381{
382    source Example_BumpMappingSpecularVp.glsl
383}
384
385vertex_program Lava/BumpMapVPSpecular unified
386{
387    delegate Lava/BumpMapVPSpecularGLSL
388    delegate Lava/BumpMapVPSpecularGLSLES
389    delegate Lava/BumpMapVPSpecularCg
390}
391
392// Bump map fragment program, support for this is optional
393fragment_program Lava/BumpMapFPSpecularCg cg
394{
395    source Example_BumpMapping.cg
396    entry_point specular_fp
397    profiles ps_4_0 ps_2_0 arbfp1 fp20
398}
399
400// Bump map fragment program, support for this is optional
401fragment_program Lava/BumpMapFPSpecularGLSLES glsles
402{
403    source Example_BumpMappingSpecularFp.glsles
404    profiles glsles
405    default_params
406    {
407        // assign samplers as required by GLSL
408        param_named normalMap int 0
409    }
410}
411
412fragment_program Lava/BumpMapFPSpecularGLSL glsl
413{
414    source Example_BumpMappingSpecularFp.glsl
415    default_params
416    {
417        // assign samplers as required by GLSL
418        param_named normalMap int 0
419    }
420}
421
422fragment_program Lava/BumpMapFPSpecular unified
423{
424    delegate Lava/BumpMapFPSpecularGLSL
425    delegate Lava/BumpMapFPSpecularGLSLES
426    delegate Lava/BumpMapFPSpecularCg
427}
428
429//------------------------
430// Material
431//------------------------
432
433// Any number of lights, diffuse
434material Cube_Lava_Normal
435{
436
437    // This is the preferred technique which uses both vertex and
438    // fragment programs, supports coloured lights
439    technique
440    {
441        // Base ambient pass
442        pass ambient
443        {
444            // base colours, not needed for rendering, but as information
445            // to lighting pass categorisation routine
446            ambient 1 1 1
447            diffuse 0 0 0
448            specular 0 0 0 0
449            // Really basic vertex program
450            // NB we don't use fixed function here because GL does not like
451            // mixing fixed function and vertex programs, depth fighting can
452            // be an issue
453            vertex_program_ref AmbientOneTextureUnified
454            {
455                param_named_auto ambient ambient_light_colour
456            }
457            fragment_program_ref PassthroughFP
458            {
459            }
460           
461        }
462        // Now do the lighting pass
463        // NB we don't do decal texture here because this is repeated per light
464        pass perlight
465        {
466            // base colours, not needed for rendering, but as information
467            // to lighting pass categorisation routine
468            ambient 0 0 0
469           
470            // do this for each light
471            iteration once_per_light
472
473       
474            scene_blend add
475
476            // Vertex program reference
477            vertex_program_ref Lava/BumpMapVP
478            {
479                param_named_auto lightPosition light_position_object_space 0
480                param_named_auto worldViewProj worldviewproj_matrix
481            }
482
483            // Fragment program
484            fragment_program_ref Lava/BumpMapFP
485            {
486                param_named_auto lightDiffuse light_diffuse_colour 0
487            }
488
489            // texture shadow receiver program
490            shadow_receiver_vertex_program_ref Lava/BumpMapVPShadowRcv
491            {
492                param_named_auto lightPosition light_position_object_space 0
493                param_named_auto worldViewProj worldviewproj_matrix
494                param_named_auto worldMatrix world_matrix
495                param_named_auto texViewProj texture_viewproj_matrix
496            }
497            // Additive texture shadow receiver program
498            shadow_receiver_fragment_program_ref Lava/BumpMapFPShadowRcv
499            {
500                param_named_auto lightDiffuse light_diffuse_colour 0
501            }
502           
503            // Base bump map
504            texture_unit normalmap
505            {
506                texture Cube_Lava_NORM.jpg
507                tex_address_mode wrap
508                scale 1.0 1.0
509                colour_op replace
510            }
511
512        }
513       
514        // Decal pass
515        pass decal
516        {
517            // base colours, not needed for rendering, but as information
518            // to lighting pass categorisation routine
519            lighting off
520            // Really basic vertex program
521            // NB we don't use fixed function here because GL does not like
522            // mixing fixed function and vertex programs, depth fighting can
523            // be an issue
524            vertex_program_ref AmbientOneTextureUnified
525            {
526                param_named_auto worldViewProj worldviewproj_matrix
527                param_named ambient float4 1 1 1 1
528            }
529            fragment_program_ref PassthroughFP
530            {
531            }
532            scene_blend dest_colour zero
533            texture_unit
534            {
535                texture Cube_Lava_COLOR.jpg
536                tex_address_mode wrap
537                scale 1.0 1.0
538                colour_op modulate
539            }
540
541           
542        }
543    }
544
545
546}
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