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Changeset 12115 for data/branches


Ignore:
Timestamp:
Nov 21, 2018, 12:04:03 PM (6 years ago)
Author:
wiesep
Message:

Changed folder structure, deletet some unused files and cleaned up code

Location:
data/branches/Shader_HS18
Files:
219 added
32 deleted
3 edited

Legend:

Unmodified
Added
Removed
  • data/branches/Shader_HS18/materials/Cube_Lava_Normal.material

    r12096 r12115  
    99          // base colours, not needed for rendering, but as information
    1010          // to lighting pass categorisation routine
    11           ambient 1 1 1
    1211          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           }
    2512
    2613        }
     
    3926
    4027            // Vertex program reference
    41             vertex_program_ref Examples/BumpMapVP
     28            vertex_program_ref BumpMapping/BumpMapVP
    4229            {
    4330                param_named_auto lightPosition light_position_object_space 0
     
    4633
    4734            // Fragment program
    48             fragment_program_ref Examples/BumpMapFP
     35            fragment_program_ref BumpMapping/BumpMapFP
    4936            {
    5037                param_named_auto lightDiffuse light_diffuse_colour 0
     
    5239
    5340            // texture shadow receiver program
    54             shadow_receiver_vertex_program_ref Examples/BumpMapVPShadowRcv
     41            shadow_receiver_vertex_program_ref BumpMapping/BumpMapVPShadowRcv
    5542            {
    5643                param_named_auto lightPosition light_position_object_space 0
     
    6047            }
    6148            // Additive texture shadow receiver program
    62             shadow_receiver_fragment_program_ref Examples/BumpMapFPShadowRcv
     49            shadow_receiver_fragment_program_ref BumpMapping/BumpMapFPShadowRcv
    6350            {
    6451                param_named_auto lightDiffuse light_diffuse_colour 0
    6552            }
     53
     54            // Vertex program reference
     55            vertex_program_ref BumpMapping/BumpMapVPSpecular
     56            {
     57                param_named_auto lightPosition light_position_object_space 0
     58                param_named_auto eyePosition camera_position_object_space
     59                param_named_auto worldViewProj worldviewproj_matrix
     60            }
     61
     62            // Fragment program
     63            fragment_program_ref BumpMapping/BumpMapFPSpecular
     64            {
     65                param_named_auto lightDiffuse light_diffuse_colour 0
     66                param_named_auto lightSpecular light_specular_colour 0
     67            }
     68           
    6669
    6770            // Base bump map
     
    7982            // to lighting pass categorisation routine
    8083            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
    8584           
    8685            scene_blend dest_colour zero
  • data/branches/Shader_HS18/materials/Flares.material

    r11088 r12115  
     1material Examples/Flare
     2{
     3        technique
     4        {
     5                pass
     6                {
     7                        lighting off
     8                        scene_blend add
     9                        depth_write off
     10
     11                        texture_unit
     12                        {
     13                                texture flare.png
     14                        }
     15                }
     16        }
     17
     18        technique
     19        {
     20                scheme glow
     21                pass
     22                {
     23                        lighting off
     24                        scene_blend add
     25                        depth_write off
     26
     27                        texture_unit
     28                        {
     29                                texture flare.png
     30                        }
     31                }
     32        }
     33}
    134material Flares/point_lensflare
    235{
  • data/branches/Shader_HS18/resources.oxr

    r12096 r12115  
    1313    <ResourceLocation path = "images/textures/stellarobjects"/>
    1414    <ResourceLocation path = "materials"        />
    15     <ResourceLocation path = "materials/Example"        />
     15    <ResourceLocation path = "materials/BumpMapping"        />
    1616    <ResourceLocation path = "models"           />
    1717    <ResourceLocation path = "packs/cubemap.zip" archiveType = "Zip"/>
     
    2020    <ResourceLocation path = "programs"         />
    2121    <ResourceLocation path = "programs/GLSL"    />
    22     <ResourceLocation path = "programs/Example" />
    23     <ResourceLocation path = "programs/Example/GLSL"    />
    24     <ResourceLocation path = "programs/Example/GLSL120" />
    25     <ResourceLocation path = "programs/Example/GLSL150" />
    26     <ResourceLocation path = "programs/Example/GLSL400" />
    27     <ResourceLocation path = "programs/Example/GLSLES" />
     22    <ResourceLocation path = "programs/Cg"    />
     23    <ResourceLocation path = "programs/GLSL120/BumpMapping" />
     24    <ResourceLocation path = "programs/GLSL120" />
     25    <ResourceLocation path = "programs/GLSL150" />
     26    <ResourceLocation path = "programs/GLSL400" />
    2827
    2928
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