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source: data/data_extern/materials/BumpMapping/BumpMap.material @ 12412

Last change on this file since 12412 was 12143, checked in by wiesep, 6 years ago

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1// Any number of lights, diffuse
2material BumpMap_Base
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          diffuse 0 0 0
12          // need to prevent flickering
13          depth_write on
14          depth_bias 0
15
16        }
17        // Now do the lighting pass
18        // NB we don't do decal texture here because this is repeated per light
19        pass perlight
20        {
21
22            // do this for each light
23            iteration once_per_light
24            scene_blend add
25
26            // need to prevent flickering
27            depth_write on
28            depth_bias 1
29
30            // base colours, not needed for rendering, but as information
31            // to lighting pass categorisation routine
32            ambient 0 0 0
33
34            // Vertex program reference
35            vertex_program_ref BumpMapping/BumpMapVP
36            {
37                param_named_auto lightPosition light_position_object_space 0
38                param_named_auto worldViewProj worldviewproj_matrix
39            }
40
41            // Fragment program
42            fragment_program_ref BumpMapping/BumpMapFP
43            {
44                param_named_auto lightDiffuse light_diffuse_colour 0
45            }
46
47            // texture shadow receiver program
48            shadow_receiver_vertex_program_ref BumpMapping/BumpMapVPShadowRcv
49            {
50                param_named_auto lightPosition light_position_object_space 0
51                param_named_auto worldViewProj worldviewproj_matrix
52                param_named_auto worldMatrix world_matrix
53                param_named_auto texViewProj texture_viewproj_matrix
54            }
55            // Additive texture shadow receiver program
56            shadow_receiver_fragment_program_ref BumpMapping/BumpMapFPShadowRcv
57            {
58                param_named_auto lightDiffuse light_diffuse_colour 0
59            }
60
61            // Vertex program reference
62            vertex_program_ref BumpMapping/BumpMapVPSpecular
63            {
64                param_named_auto lightPosition light_position_object_space 0
65                param_named_auto eyePosition camera_position_object_space
66                param_named_auto worldViewProj worldviewproj_matrix
67            }
68
69            // Fragment program
70            fragment_program_ref BumpMapping/BumpMapFPSpecular
71            {
72                param_named_auto lightDiffuse light_diffuse_colour 0
73                param_named_auto lightSpecular light_specular_colour 0
74            }
75
76
77            // Base bump map
78            texture_unit normalmap
79            {
80                texture Cube_Lava_NORM.jpg
81                colour_op replace
82            }
83        }
84
85        // Decal pass
86        pass decal
87        {
88            // base colours, not needed for rendering, but as information
89            // to lighting pass categorisation routine
90            lighting off
91            // need to prevent flickering
92            depth_write on
93            depth_bias 2
94
95            scene_blend dest_colour zero
96            texture_unit decalmap
97            {
98                texture Cube_Lava_COLOR.jpg
99            }
100        }
101    }
102}
103
104// Example for Material using this template //
105// import * from "BumpMap.material"
106// // Any number of lights, diffuse
107// material Cube_Lava_Normal : BumpMap_Base
108// {
109//     technique
110//     {
111//         pass ambient
112//         {
113//         }
114//         // Now do the lighting pass
115//         // NB we don't do decal texture here because this is repeated per light
116//         pass perlight
117//         {
118//             // Base bump map
119//             texture_unit normalmap
120//             {
121//                 texture Cube_Lava_NORM.jpg
122//                 colour_op replace
123//             }
124//         }
125
126//         // Decal pass
127//         pass decal
128//         {
129//             texture_unit decalmap
130//             {
131//                 texture Cube_Lava_COLOR.jpg
132//             }
133//         }
134//     }
135// }
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