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Timestamp:
Nov 11, 2018, 5:37:35 PM (6 years ago)
Author:
wiesep
Message:

Working version

File:
1 edited

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  • data/branches/Shader_HS18/materials/Cube_Lava_Normal.material

    r12092 r12096  
    77        pass ambient
    88        {
    9             // base colours, not needed for rendering, but as information
    10             // to lighting pass categorisation routine
    11             diffuse 0 0 0
     9          // base colours, not needed for rendering, but as information
     10          // to lighting pass categorisation routine
     11          ambient 1 1 1
     12          diffuse 0 0 0
     13          specular 0 0 0 0
     14          // Really basic vertex program
     15          // NB we don't use fixed function here because GL does not like
     16          // mixing fixed function and vertex programs, depth fighting can
     17          // be an issue
     18          vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureUnified
     19          {
     20            param_named_auto ambient ambient_light_colour
     21          }
     22          fragment_program_ref Ogre/BasicFragmentPrograms/PassthroughFP
     23          {
     24          }
     25
    1226        }
    1327        // Now do the lighting pass
     
    1529        pass perlight
    1630        {
     31
    1732            // do this for each light
    1833            iteration once_per_light
     
    3348            fragment_program_ref Examples/BumpMapFP
    3449            {
    35                 param_named_auto lightDiffuse light_diffuse_colour 0 
     50                param_named_auto lightDiffuse light_diffuse_colour 0
    3651            }
    3752
     
    4762            shadow_receiver_fragment_program_ref Examples/BumpMapFPShadowRcv
    4863            {
    49                 param_named_auto lightDiffuse light_diffuse_colour 0 
     64                param_named_auto lightDiffuse light_diffuse_colour 0
    5065            }
    51            
     66
    5267            // Base bump map
    5368            texture_unit normalmap
     
    5772            }
    5873        }
    59        
     74
    6075        // Decal pass
    6176        pass decal
    6277        {
    63             // hint to pass categorisation routine, that this is decal only
     78            // base colours, not needed for rendering, but as information
     79            // to lighting pass categorisation routine
    6480            lighting off
     81            // Really basic vertex program
     82            // NB we don't use fixed function here because GL does not like
     83            // mixing fixed function and vertex programs, depth fighting can
     84            // be an issue
     85           
    6586            scene_blend dest_colour zero
    6687            texture_unit decalmap
    6788            {
    68                 texture Cube_Lava_COLOR.jpg 
     89                texture Cube_Lava_COLOR.jpg
    6990            }
    7091        }
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