1 | // Any number of lights, diffuse |
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2 | material Cube_Lava_Normal |
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3 | { |
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4 | technique |
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5 | { |
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6 | // Base ambient pass |
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7 | pass ambient |
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8 | { |
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9 | // base colours, not needed for rendering, but as information |
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10 | // to lighting pass categorisation routine |
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11 | diffuse 0 0 0 |
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12 | } |
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13 | // Now do the lighting pass |
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14 | // NB we don't do decal texture here because this is repeated per light |
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15 | pass perlight |
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16 | { |
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17 | // do this for each light |
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18 | iteration once_per_light |
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19 | scene_blend add |
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20 | |
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21 | // base colours, not needed for rendering, but as information |
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22 | // to lighting pass categorisation routine |
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23 | ambient 0 0 0 |
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24 | |
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25 | // Vertex program reference |
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26 | vertex_program_ref Examples/BumpMapVP |
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27 | { |
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28 | param_named_auto lightPosition light_position_object_space 0 |
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29 | param_named_auto worldViewProj worldviewproj_matrix |
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30 | } |
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31 | |
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32 | // Fragment program |
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33 | fragment_program_ref Examples/BumpMapFP |
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34 | { |
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35 | param_named_auto lightDiffuse light_diffuse_colour 0 |
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36 | } |
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37 | |
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38 | // texture shadow receiver program |
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39 | shadow_receiver_vertex_program_ref Examples/BumpMapVPShadowRcv |
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40 | { |
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41 | param_named_auto lightPosition light_position_object_space 0 |
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42 | param_named_auto worldViewProj worldviewproj_matrix |
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43 | param_named_auto worldMatrix world_matrix |
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44 | param_named_auto texViewProj texture_viewproj_matrix |
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45 | } |
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46 | // Additive texture shadow receiver program |
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47 | shadow_receiver_fragment_program_ref Examples/BumpMapFPShadowRcv |
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48 | { |
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49 | param_named_auto lightDiffuse light_diffuse_colour 0 |
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50 | } |
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51 | |
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52 | // Base bump map |
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53 | texture_unit normalmap |
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54 | { |
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55 | texture Cube_Lava_NORM.jpg |
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56 | colour_op replace |
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57 | } |
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58 | } |
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59 | |
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60 | // Decal pass |
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61 | pass decal |
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62 | { |
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63 | // hint to pass categorisation routine, that this is decal only |
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64 | lighting off |
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65 | scene_blend dest_colour zero |
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66 | ambient 0.5 0.5 0.5 1 |
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67 | } |
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68 | } |
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69 | } |
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