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source: data/branches/lod/materials/scripts/Examples.program @ 8924

Last change on this file since 8924 was 5313, checked in by landauf, 16 years ago

no codechanges, changed eol-style of materials and programs to native

  • Property svn:eol-style set to native
File size: 3.8 KB
Line 
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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