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source: downloads/Samples/Media/materials/scripts/VarianceShadowmap.material @ 3

Last change on this file since 3 was 3, checked in by anonymous, 17 years ago

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[3]1
2// Shadow Caster __________________________________________________
3
4
5vertex_program VarianceShadowMapping/ShadowCasterVP cg
6{
7    source varianceshadowcastervp.cg
8    entry_point main
9    profiles arbvp1 vs_2_x
10
11    default_params
12    {
13        param_named_auto uModelViewProjection worldviewproj_matrix
14    }
15}
16
17fragment_program VarianceShadowMapping/ShadowCasterFP cg
18{
19    source varianceshadowcasterfp.cg
20    entry_point main
21    profiles arbfp1 ps_2_x
22
23    default_params
24    {
25        param_named      uDepthOffset float       1.0
26        param_named_auto uProjection              projection_matrix
27    }
28}
29
30material VarianceShadowMapping/ShadowCaster
31{
32    technique default
33    {
34        // Z-write only pass
35        pass Z-write
36        {
37            //Instead of using depth_bias, we'll be implementing it manually
38
39            vertex_program_ref VarianceShadowMapping/ShadowCasterVP
40            {
41            }
42            fragment_program_ref VarianceShadowMapping/ShadowCasterFP
43            {
44            }
45        }
46    }
47}
48
49
50
51// Shadow Receiver ________________________________________________
52
53vertex_program VarianceShadowMapping/ShadowReceiverVP cg
54{
55    source varianceshadowreceivervp.cg
56    entry_point main
57    profiles arbvp1 vs_2_x
58
59    default_params
60    {
61        param_named_auto uModelViewProjection   worldviewproj_matrix
62        param_named_auto uLightPosition         light_position_object_space 0
63        param_named_auto uModel                 world_matrix
64        param_named_auto uTextureViewProjection texture_viewproj_matrix
65    }
66}
67
68fragment_program VarianceShadowMapping/ShadowReceiverFP cg
69{
70    source varianceshadowreceiverfp.cg
71    entry_point main
72    profiles arbfp1 ps_2_x
73
74    default_params
75    {
76        param_named uSTexWidth  float 512.0
77        param_named uSTexHeight float 512.0
78    }
79}
80
81material VarianceShadowMapping/ShadowReceiver
82{
83    technique default
84    {
85        pass lighting
86        {
87            vertex_program_ref VarianceShadowMapping/ShadowReceiverVP
88            {
89            }
90
91            fragment_program_ref VarianceShadowMapping/ShadowReceiverFP
92            {
93            }
94
95            // we won't rely on hardware specific filtering of z-tests
96            texture_unit ShadowMap
97            {
98                tex_address_mode clamp
99                filtering none
100            }
101        }
102    }
103}
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