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source: data/branches/dataRelease2012/materials/Examples.program @ 10256

Last change on this file since 10256 was 7708, checked in by dafrick, 14 years ago

Merging cleanup branch. You will need to update your data repository as well as your local copy of the code.

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1//---------------------------------------------------
2// This file includes a number of basic GPU programs
3// for use in many materials.
4//---------------------------------------------------
5
6
7
8
9// A really basic ambient pass program, support for one texture coodinate set
10vertex_program Ogre/BasicVertexPrograms/AmbientOneTextureHLSL hlsl
11{
12        source Example_Basic.hlsl
13        entry_point ambientOneTexture_vp
14        target vs_1_1
15
16        default_params
17        {
18                param_named_auto worldViewProj worldviewproj_matrix
19                param_named_auto ambient ambient_light_colour
20        }
21}
22// A really basic ambient pass program, support for one texture coodinate set
23vertex_program Ogre/BasicVertexPrograms/AmbientOneTextureGLSL glsl
24{
25        source AmbientOneTexture.glsl
26
27        default_params
28        {
29                param_named_auto ambient ambient_light_colour
30        }
31}
32
33
34vertex_program Ogre/BasicVertexPrograms/AmbientOneTextureUnified unified
35{
36        delegate Ogre/BasicVertexPrograms/AmbientOneTextureGLSL
37        delegate Ogre/BasicVertexPrograms/AmbientOneTextureHLSL
38}
39
40// Same as below, but for use when rendering texture shadows
41vertex_program Ogre/HardwareSkinningOneWeightShadowCaster cg
42{
43        source Example_Basic.cg
44        entry_point hardwareSkinningOneWeightCaster_vp
45        profiles vs_1_1 arbvp1
46        includes_skeletal_animation true
47}
48// Basic hardware skinning using one indexed weight per vertex
49vertex_program Ogre/HardwareSkinningOneWeight cg
50{
51   source Example_Basic.cg
52   entry_point hardwareSkinningOneWeight_vp
53   profiles vs_1_1 arbvp1
54   includes_skeletal_animation true   
55}
56// Same as below, but for use when rendering texture shadows
57vertex_program Ogre/HardwareSkinningTwoWeightsShadowCasterCg cg
58{
59        source Example_Basic.cg
60        entry_point hardwareSkinningTwoWeightsCaster_vp
61        profiles vs_1_1 arbvp1
62        includes_skeletal_animation true
63}
64
65vertex_program Ogre/HardwareSkinningTwoWeightsShadowCasterGLSL glsl
66{
67        source skinningTwoWeightsShadowCasterVp.glsl
68        includes_skeletal_animation true
69}
70
71vertex_program Ogre/HardwareSkinningTwoWeightsShadowCaster unified
72{
73        delegate Ogre/HardwareSkinningTwoWeightsShadowCasterGLSL
74        delegate Ogre/HardwareSkinningTwoWeightsShadowCasterCg
75}
76
77// Basic hardware skinning using two indexed weights per vertex
78vertex_program Ogre/HardwareSkinningTwoWeightsCg cg
79{
80   source Example_Basic.cg
81   entry_point hardwareSkinningTwoWeights_vp
82   profiles vs_1_1 arbvp1
83   includes_skeletal_animation true
84}
85
86vertex_program Ogre/HardwareSkinningTwoWeightsGLSL glsl
87{
88   source skinningTwoWeightsVp.glsl
89   includes_skeletal_animation true
90}
91
92vertex_program Ogre/HardwareSkinningTwoWeights unified
93{
94        delegate Ogre/HardwareSkinningTwoWeightsGLSL
95        delegate Ogre/HardwareSkinningTwoWeightsCg
96       
97   default_params
98   {
99                param_named_auto worldMatrix3x4Array world_matrix_array_3x4
100                param_named_auto viewProjectionMatrix viewproj_matrix
101                param_named_auto lightPos[0] light_position 0
102                param_named_auto lightPos[1] light_position 1
103                param_named_auto lightDiffuseColour[0] light_diffuse_colour 0
104                param_named_auto lightDiffuseColour[1] light_diffuse_colour 1
105   }
106}
107
108// Basic hardware skinning using four indexed weights per vertex
109vertex_program Ogre/HardwareSkinningFourWeights cg
110{
111   source Example_Basic.cg
112   entry_point hardwareSkinningFourWeights_vp
113   profiles vs_1_1 arbvp1
114   includes_skeletal_animation true
115
116}
117// Basic hardware morph animation
118vertex_program Ogre/HardwareMorphAnimation cg
119{
120        source Example_Basic.cg
121        entry_point hardwareMorphAnimation
122        profiles vs_1_1 arbvp1
123
124        includes_morph_animation true
125        default_params
126        {
127                param_named_auto worldViewProj worldviewproj_matrix
128                param_named_auto anim_t animation_parametric
129        }
130}
131// Basic hardware pose animation supporting 2 active poses
132vertex_program Ogre/HardwarePoseAnimation cg
133{
134        source Example_Basic.cg
135        entry_point hardwarePoseAnimation
136        profiles vs_1_1 arbvp1
137
138        includes_pose_animation 2
139        default_params
140        {
141                param_named_auto worldViewProj worldviewproj_matrix
142                param_named_auto anim_t animation_parametric
143        }
144}
145
146
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