1 | // Bump map with Parallax offset vertex program, support for this is required |
---|
2 | vertex_program Examples/OffsetMappingVP cg |
---|
3 | { |
---|
4 | source OffsetMapping.cg |
---|
5 | entry_point main_vp |
---|
6 | profiles vs_1_1 arbvp1 |
---|
7 | } |
---|
8 | |
---|
9 | // Bump map with parallax fragment program |
---|
10 | fragment_program Examples/OffsetMappingFP cg |
---|
11 | { |
---|
12 | source OffsetMapping.cg |
---|
13 | entry_point main_fp |
---|
14 | profiles ps_2_0 arbfp1 |
---|
15 | } |
---|
16 | |
---|
17 | // Bump map with parallax fragment program |
---|
18 | fragment_program Examples/OffsetMappingPS asm |
---|
19 | { |
---|
20 | source OffsetMapping_specular.asm |
---|
21 | // sorry, only for ps_1_4 and above:) |
---|
22 | syntax ps_1_4 |
---|
23 | } |
---|
24 | |
---|
25 | |
---|
26 | material Examples/OffsetMapping/Specular |
---|
27 | { |
---|
28 | |
---|
29 | // This is the preferred technique which uses both vertex and |
---|
30 | // fragment programs, supports coloured lights |
---|
31 | technique |
---|
32 | { |
---|
33 | // do the lighting and bump mapping with parallax pass |
---|
34 | pass |
---|
35 | { |
---|
36 | |
---|
37 | // Vertex program reference |
---|
38 | vertex_program_ref Examples/OffsetMappingVP |
---|
39 | { |
---|
40 | param_named_auto lightPosition light_position_object_space 0 |
---|
41 | param_named_auto eyePosition camera_position_object_space |
---|
42 | param_named_auto worldViewProj worldviewproj_matrix |
---|
43 | } |
---|
44 | |
---|
45 | // Fragment program |
---|
46 | fragment_program_ref Examples/OffsetMappingFP |
---|
47 | { |
---|
48 | param_named_auto lightDiffuse light_diffuse_colour 0 |
---|
49 | param_named_auto lightSpecular light_specular_colour 0 |
---|
50 | // Parallax Height scale and bias |
---|
51 | param_named scaleBias float4 0.04 -0.02 1 0 |
---|
52 | } |
---|
53 | |
---|
54 | // Normal + height(alpha) map |
---|
55 | texture_unit |
---|
56 | { |
---|
57 | texture rockwall_NH.tga |
---|
58 | tex_coord_set 0 |
---|
59 | } |
---|
60 | |
---|
61 | // Base diffuse texture map |
---|
62 | texture_unit |
---|
63 | { |
---|
64 | texture rockwall.tga |
---|
65 | tex_coord_set 1 |
---|
66 | } |
---|
67 | } |
---|
68 | } |
---|
69 | |
---|
70 | |
---|
71 | // This is the preferred technique which uses both vertex and |
---|
72 | // fragment programs, supports coloured lights |
---|
73 | technique |
---|
74 | { |
---|
75 | // do the lighting and bump mapping with parallax pass |
---|
76 | pass |
---|
77 | { |
---|
78 | |
---|
79 | // Vertex program reference |
---|
80 | vertex_program_ref Examples/OffsetMappingVP |
---|
81 | { |
---|
82 | param_named_auto lightPosition light_position_object_space 0 |
---|
83 | param_named_auto eyePosition camera_position_object_space |
---|
84 | param_named_auto worldViewProj worldviewproj_matrix |
---|
85 | } |
---|
86 | |
---|
87 | // Fragment program |
---|
88 | fragment_program_ref Examples/OffsetMappingPS |
---|
89 | { |
---|
90 | param_indexed_auto 0 light_diffuse_colour 0 |
---|
91 | param_indexed_auto 1 light_specular_colour 0 |
---|
92 | // Parallax Height scale and bias |
---|
93 | param_indexed 2 float4 0.04 -0.02 1 0 |
---|
94 | } |
---|
95 | |
---|
96 | // Normal + height(alpha) map |
---|
97 | texture_unit |
---|
98 | { |
---|
99 | texture rockwall_NH.tga |
---|
100 | tex_coord_set 0 |
---|
101 | } |
---|
102 | |
---|
103 | // Base diffuse texture map |
---|
104 | texture_unit |
---|
105 | { |
---|
106 | texture rockwall.tga |
---|
107 | tex_coord_set 1 |
---|
108 | } |
---|
109 | } |
---|
110 | } |
---|
111 | |
---|
112 | // Simple no-shader fallback |
---|
113 | technique |
---|
114 | { |
---|
115 | pass |
---|
116 | { |
---|
117 | // Base diffuse texture map |
---|
118 | texture_unit |
---|
119 | { |
---|
120 | texture rockwall.tga |
---|
121 | } |
---|
122 | } |
---|
123 | } |
---|
124 | |
---|
125 | } |
---|
126 | |
---|
127 | |
---|
128 | |
---|
129 | // Single-pass offset mapping with shadows |
---|
130 | vertex_program Examples/OffsetMappingIntegratedShadowsVPhlsl hlsl |
---|
131 | { |
---|
132 | source OffsetMapping.hlsl |
---|
133 | entry_point integratedshadows_vp |
---|
134 | target vs_2_0 |
---|
135 | } |
---|
136 | vertex_program Examples/OffsetMappingIntegratedShadowsVPglsl glsl |
---|
137 | { |
---|
138 | source OffsetMappingVp.glsl |
---|
139 | } |
---|
140 | |
---|
141 | // Single-pass offset mapping with shadows |
---|
142 | fragment_program Examples/OffsetMappingIntegratedShadowsFPhlsl hlsl |
---|
143 | { |
---|
144 | source OffsetMapping.hlsl |
---|
145 | entry_point integratedshadows_fp |
---|
146 | target ps_2_0 |
---|
147 | } |
---|
148 | fragment_program Examples/OffsetMappingIntegratedShadowsFPglsl glsl |
---|
149 | { |
---|
150 | source OffsetMappingFp.glsl |
---|
151 | default_params |
---|
152 | { |
---|
153 | // assign samplers as required by GLSL |
---|
154 | param_named normalHeightMap int 0 |
---|
155 | param_named diffuseMap int 1 |
---|
156 | param_named shadowMap1 int 2 |
---|
157 | param_named shadowMap2 int 3 |
---|
158 | } |
---|
159 | } |
---|
160 | // Single-pass offset mapping with shadows |
---|
161 | vertex_program Examples/OffsetMappingIntegratedShadowsVP unified |
---|
162 | { |
---|
163 | delegate Examples/OffsetMappingIntegratedShadowsVPhlsl |
---|
164 | delegate Examples/OffsetMappingIntegratedShadowsVPglsl |
---|
165 | } |
---|
166 | // Single-pass offset mapping with shadows |
---|
167 | fragment_program Examples/OffsetMappingIntegratedShadowsFP unified |
---|
168 | { |
---|
169 | delegate Examples/OffsetMappingIntegratedShadowsFPhlsl |
---|
170 | delegate Examples/OffsetMappingIntegratedShadowsFPglsl |
---|
171 | } |
---|
172 | |
---|
173 | |
---|
174 | |
---|
175 | material Examples/OffsetMapping/IntegratedShadows |
---|
176 | { |
---|
177 | |
---|
178 | technique |
---|
179 | { |
---|
180 | // do the lighting and bump mapping with parallax pass |
---|
181 | pass |
---|
182 | { |
---|
183 | |
---|
184 | // Vertex program reference |
---|
185 | vertex_program_ref Examples/OffsetMappingIntegratedShadowsVP |
---|
186 | { |
---|
187 | param_named_auto lightPosition light_position_object_space 0 |
---|
188 | param_named_auto eyePosition camera_position_object_space |
---|
189 | param_named_auto worldViewProj worldviewproj_matrix |
---|
190 | param_named_auto spotDirection light_direction_object_space 0 |
---|
191 | |
---|
192 | param_named_auto lightPosition1 light_position_object_space 1 |
---|
193 | param_named_auto spotDirection1 light_direction_object_space 1 |
---|
194 | // shadow texture projections |
---|
195 | param_named_auto worldMatrix world_matrix |
---|
196 | param_named_auto texViewProj1 texture_viewproj_matrix 0 |
---|
197 | param_named_auto texViewProj2 texture_viewproj_matrix 1 |
---|
198 | } |
---|
199 | |
---|
200 | // Fragment program |
---|
201 | fragment_program_ref Examples/OffsetMappingIntegratedShadowsFP |
---|
202 | { |
---|
203 | param_named_auto lightDiffuse light_diffuse_colour 0 |
---|
204 | param_named_auto spotParams spotlight_params 0 |
---|
205 | |
---|
206 | param_named_auto lightDiffuse1 light_diffuse_colour 1 |
---|
207 | param_named_auto spotParams1 spotlight_params 1 |
---|
208 | // Parallax Height scale and bias |
---|
209 | param_named scaleBias float4 0.04 -0.02 1 0 |
---|
210 | } |
---|
211 | |
---|
212 | // Normal + height(alpha) map |
---|
213 | texture_unit |
---|
214 | { |
---|
215 | texture rockwall_NH.tga |
---|
216 | tex_coord_set 0 |
---|
217 | } |
---|
218 | |
---|
219 | // Base diffuse texture map |
---|
220 | texture_unit |
---|
221 | { |
---|
222 | texture rockwall.tga |
---|
223 | tex_coord_set 1 |
---|
224 | } |
---|
225 | |
---|
226 | // shadowmap 1 |
---|
227 | texture_unit |
---|
228 | { |
---|
229 | content_type shadow |
---|
230 | } |
---|
231 | // shadowmap 2 |
---|
232 | texture_unit |
---|
233 | { |
---|
234 | content_type shadow |
---|
235 | } |
---|
236 | } |
---|
237 | } |
---|
238 | |
---|
239 | |
---|
240 | |
---|
241 | } |
---|
242 | |
---|