- Timestamp:
- Nov 21, 2018, 1:23:08 PM (6 years ago)
- File:
-
- 1 edited
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data/branches/Shader_HS18/materials/Cube_Lava_Normal.material
r12115 r12117 10 10 // to lighting pass categorisation routine 11 11 diffuse 0 0 0 12 depth_write on 13 depth_bias 0 12 14 13 15 } … … 20 22 iteration once_per_light 21 23 scene_blend add 24 depth_write on 25 depth_bias 1 22 26 23 27 // base colours, not needed for rendering, but as information … … 63 67 fragment_program_ref BumpMapping/BumpMapFPSpecular 64 68 { 65 param_named_auto lightDiffuse light_diffuse_colour 0 69 param_named_auto lightDiffuse light_diffuse_colour 0 66 70 param_named_auto lightSpecular light_specular_colour 0 67 71 } 68 72 69 73 70 74 // Base bump map … … 82 86 // to lighting pass categorisation routine 83 87 lighting off 84 88 depth_write on 89 depth_bias 2 90 85 91 scene_blend dest_colour zero 86 92 texture_unit decalmap
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