Changeset 5121 for data/Media/materials/scripts/asteroids.material
- Timestamp:
- May 28, 2008, 2:44:22 PM (17 years ago)
- File:
-
- 1 edited
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data/Media/materials/scripts/asteroids.material
r5055 r5121 1 material rock/TEXFACE/rock.tga 2 { 3 receive_shadows on 1 2 //-------------- 3 // Bump mapping 4 //-------------- 5 6 // Bump map vertex program, support for this is required 7 vertex_program BumpMapVP cg 8 { 9 source BumpMapping.cg 10 entry_point main_vp 11 profiles vs_1_1 arbvp1 12 } 13 14 // Bump map fragment program, support for this is optional 15 fragment_program BumpMapFP cg 16 { 17 source BumpMapping.cg 18 entry_point main_fp 19 profiles ps_1_1 arbfp1 fp20 20 } 21 22 // Bump map with specular vertex program, support for this is required 23 vertex_program BumpMapVPSpecular cg 24 { 25 source BumpMapping.cg 26 entry_point specular_vp 27 profiles vs_1_1 arbvp1 28 } 29 30 // Bump map fragment program, support for this is optional 31 fragment_program BumpMapFPSpecular cg 32 { 33 source BumpMapping.cg 34 entry_point specular_fp 35 profiles ps_1_1 arbfp1 fp20 36 37 default_params 38 { 39 param_named shine float 3 40 } 41 42 } 43 44 45 // Any number of lights, diffuse and specular 46 material Asteroid/BumpMap/MultiLightSpecular 47 { 48 49 // This is the preferred technique which uses both vertex and 50 // fragment programs, supports coloured lights 4 51 technique 5 52 { 6 pass 7 { 8 ambient 0.500000 0.500000 0.500000 1.000000 9 diffuse 0.800000 0.800000 0.800000 1.000000 10 emissive 0.000000 0.000000 0.000000 1.000000 53 // Base ambient pass 54 pass 55 { 56 // base colours, not needed for rendering, but as information 57 // to lighting pass categorisation routine 58 ambient 1 1 1 59 diffuse 0 0 0 60 specular 0 0 0 0 61 // Really basic vertex program 62 // NB we don't use fixed function here because GL does not like 63 // mixing fixed function and vertex programs, depth fighting can 64 // be an issue 65 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture 66 { 67 param_named_auto worldViewProj worldviewproj_matrix 68 param_named_auto ambient ambient_light_colour 69 } 70 71 } 72 // Now do the lighting pass 73 // NB we don't do decal texture here because this is repeated per light 74 pass 75 { 76 // base colours, not needed for rendering, but as information 77 // to lighting pass categorisation routine 78 ambient 0 0 0 79 // do this for each light 80 iteration once_per_light 81 82 83 scene_blend add 84 85 // Vertex program reference 86 vertex_program_ref BumpMapVPSpecular 87 { 88 param_named_auto lightPosition light_position_object_space 0 89 param_named_auto eyePosition camera_position_object_space 90 param_named_auto worldViewProj worldviewproj_matrix 91 } 92 93 // Fragment program 94 fragment_program_ref BumpMapFPSpecular 95 { 96 param_named_auto lightDiffuse light_diffuse_colour 0 97 param_named_auto lightSpecular light_specular_colour 0 98 } 99 100 // Base bump map 101 texture_unit 102 { 103 texture NMrock.tga 104 colour_op replace 105 } 106 // Normalisation cube map 107 texture_unit 108 { 109 cubic_texture nm.tga combinedUVW 110 tex_coord_set 1 111 tex_address_mode clamp 112 } 113 // Normalisation cube map #2 114 texture_unit 115 { 116 cubic_texture nm.tga combinedUVW 117 tex_coord_set 2 118 tex_address_mode clamp 119 } 120 } 121 122 // Decal pass 123 pass 124 { 125 lighting off 126 // Really basic vertex program 127 // NB we don't use fixed function here because GL does not like 128 // mixing fixed function and vertex programs, depth fighting can 129 // be an issue 130 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture 131 { 132 param_named_auto worldViewProj worldviewproj_matrix 133 param_named ambient float4 1 1 1 1 134 } 135 scene_blend dest_colour zero 11 136 texture_unit 12 137 { 13 138 texture rock.tga 14 colour_op modulate 15 } 16 } 17 pass 18 { 19 ambient 0.0 0.0 0.0 20 diffuse 0.0 0.0 0.0 21 specular 0.000000 0.000000 0.000000 1.000000 12.500000 139 } 140 141 } 142 } 143 144 // This is the fallback which cards which don't have fragment program 145 // support will use, NB does not support specular colour 146 // Note that it still requires vertex program support 147 technique 148 { 149 // Base ambient pass 150 pass 151 { 152 // base colours, not needed for rendering, but as information 153 // to lighting pass categorisation routine 154 ambient 1 1 1 155 diffuse 0 0 0 156 specular 0 0 0 0 157 // Really basic vertex program 158 // NB we don't use fixed function here because GL does not like 159 // mixing fixed function and vertex programs, depth fighting can 160 // be an issue 161 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture 162 { 163 param_named_auto worldViewProj worldviewproj_matrix 164 param_named_auto ambient ambient_light_colour 165 } 166 167 } 168 // Now do the lighting pass 169 // NB we don't do decal texture here because this is repeated per light 170 pass 171 { 172 // base colours, not needed for rendering, but as information 173 // to lighting pass categorisation routine 174 ambient 0 0 0 175 // do this for each light 176 iteration once_per_light 177 178 22 179 scene_blend add 23 } 180 181 // Vertex program reference 182 vertex_program_ref BumpMapVP 183 { 184 param_named_auto lightPosition light_position_object_space 0 185 param_named_auto worldViewProj worldviewproj_matrix 186 } 187 188 // Base bump map 189 texture_unit 190 { 191 texture NMrock.tga 192 colour_op replace 193 } 194 // Normalisation cube map, with dot product on bump map 195 texture_unit 196 { 197 cubic_texture nm.tga combinedUVW 198 tex_coord_set 1 199 tex_address_mode clamp 200 colour_op_ex dotproduct src_texture src_current 201 colour_op_multipass_fallback dest_colour zero 202 } 203 } 204 205 // Decal pass 206 pass 207 { 208 lighting off 209 // Really basic vertex program 210 // NB we don't use fixed function here because GL does not like 211 // mixing fixed function and vertex programs, depth fighting can 212 // be an issue 213 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture 214 { 215 param_named_auto worldViewProj worldviewproj_matrix 216 param_named ambient float4 1 1 1 1 217 } 218 scene_blend dest_colour zero 219 texture_unit 220 { 221 texture rock.tga 222 } 223 224 } 225 24 226 } 25 227 } 228 229 230
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