- Timestamp:
- Nov 21, 2018, 12:04:03 PM (6 years ago)
- File:
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- 1 edited
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data/branches/Shader_HS18/materials/Cube_Lava_Normal.material
r12096 r12115 9 9 // base colours, not needed for rendering, but as information 10 10 // to lighting pass categorisation routine 11 ambient 1 1 112 11 diffuse 0 0 0 13 specular 0 0 0 014 // Really basic vertex program15 // NB we don't use fixed function here because GL does not like16 // mixing fixed function and vertex programs, depth fighting can17 // be an issue18 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureUnified19 {20 param_named_auto ambient ambient_light_colour21 }22 fragment_program_ref Ogre/BasicFragmentPrograms/PassthroughFP23 {24 }25 12 26 13 } … … 39 26 40 27 // Vertex program reference 41 vertex_program_ref Examples/BumpMapVP28 vertex_program_ref BumpMapping/BumpMapVP 42 29 { 43 30 param_named_auto lightPosition light_position_object_space 0 … … 46 33 47 34 // Fragment program 48 fragment_program_ref Examples/BumpMapFP35 fragment_program_ref BumpMapping/BumpMapFP 49 36 { 50 37 param_named_auto lightDiffuse light_diffuse_colour 0 … … 52 39 53 40 // texture shadow receiver program 54 shadow_receiver_vertex_program_ref Examples/BumpMapVPShadowRcv41 shadow_receiver_vertex_program_ref BumpMapping/BumpMapVPShadowRcv 55 42 { 56 43 param_named_auto lightPosition light_position_object_space 0 … … 60 47 } 61 48 // Additive texture shadow receiver program 62 shadow_receiver_fragment_program_ref Examples/BumpMapFPShadowRcv49 shadow_receiver_fragment_program_ref BumpMapping/BumpMapFPShadowRcv 63 50 { 64 51 param_named_auto lightDiffuse light_diffuse_colour 0 65 52 } 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 66 69 67 70 // Base bump map … … 79 82 // to lighting pass categorisation routine 80 83 lighting off 81 // Really basic vertex program82 // NB we don't use fixed function here because GL does not like83 // mixing fixed function and vertex programs, depth fighting can84 // be an issue85 84 86 85 scene_blend dest_colour zero
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