- Timestamp:
- Nov 28, 2018, 10:13:16 AM (6 years ago)
- File:
-
- 1 edited
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data/branches/Shader_HS18/materials/Cube_Lava_Normal.material
r12117 r12120 1 import * from "BumpMap.material" 1 2 // Any number of lights, diffuse 2 material Cube_Lava_Normal 3 material Cube_Lava_Normal : BumpMap_Base 3 4 { 4 5 technique 5 6 { 6 // Base ambient pass7 7 pass ambient 8 8 { 9 // base colours, not needed for rendering, but as information10 // to lighting pass categorisation routine11 diffuse 0 0 012 depth_write on13 depth_bias 014 15 9 } 16 10 // Now do the lighting pass … … 18 12 pass perlight 19 13 { 20 21 // do this for each light22 iteration once_per_light23 scene_blend add24 depth_write on25 depth_bias 126 27 // base colours, not needed for rendering, but as information28 // to lighting pass categorisation routine29 ambient 0 0 030 31 // Vertex program reference32 vertex_program_ref BumpMapping/BumpMapVP33 {34 param_named_auto lightPosition light_position_object_space 035 param_named_auto worldViewProj worldviewproj_matrix36 }37 38 // Fragment program39 fragment_program_ref BumpMapping/BumpMapFP40 {41 param_named_auto lightDiffuse light_diffuse_colour 042 }43 44 // texture shadow receiver program45 shadow_receiver_vertex_program_ref BumpMapping/BumpMapVPShadowRcv46 {47 param_named_auto lightPosition light_position_object_space 048 param_named_auto worldViewProj worldviewproj_matrix49 param_named_auto worldMatrix world_matrix50 param_named_auto texViewProj texture_viewproj_matrix51 }52 // Additive texture shadow receiver program53 shadow_receiver_fragment_program_ref BumpMapping/BumpMapFPShadowRcv54 {55 param_named_auto lightDiffuse light_diffuse_colour 056 }57 58 // Vertex program reference59 vertex_program_ref BumpMapping/BumpMapVPSpecular60 {61 param_named_auto lightPosition light_position_object_space 062 param_named_auto eyePosition camera_position_object_space63 param_named_auto worldViewProj worldviewproj_matrix64 }65 66 // Fragment program67 fragment_program_ref BumpMapping/BumpMapFPSpecular68 {69 param_named_auto lightDiffuse light_diffuse_colour 070 param_named_auto lightSpecular light_specular_colour 071 }72 73 74 14 // Base bump map 75 15 texture_unit normalmap … … 83 23 pass decal 84 24 { 85 // base colours, not needed for rendering, but as information86 // to lighting pass categorisation routine87 lighting off88 depth_write on89 depth_bias 290 91 scene_blend dest_colour zero92 25 texture_unit decalmap 93 26 {
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