Changeset 5135 for data/Media/materials/scripts/Bump_Specular.material
- Timestamp:
- May 29, 2008, 11:27:41 AM (17 years ago)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
data/Media/materials/scripts/Bump_Specular.material
r5126 r5135 26 26 // mixing fixed function and vertex programs, depth fighting can 27 27 // be an issue 28 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture 28 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureGLSL 29 29 { 30 param_named_auto worldViewProj worldviewproj_matrix30 31 31 param_named_auto ambient ambient_light_colour 32 32 } … … 92 92 // mixing fixed function and vertex programs, depth fighting can 93 93 // be an issue 94 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture 94 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureGLSL 95 95 { 96 param_named_auto worldViewProj worldviewproj_matrix96 97 97 param_named ambient float4 1 1 1 1 98 98 } … … 106 106 } 107 107 108 // This is the fallback which cards which don't have fragment program 109 // support will use, NB does not support specular colour 110 // Note that it still requires vertex program support 111 technique 112 { 113 // Base ambient pass 114 pass 115 { 116 // base colours, not needed for rendering, but as information 117 // to lighting pass categorisation routine 118 ambient 1 1 1 119 diffuse 0 0 0 120 specular 0 0 0 0 121 // Really basic vertex program 122 // NB we don't use fixed function here because GL does not like 123 // mixing fixed function and vertex programs, depth fighting can 124 // be an issue 125 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture 126 { 127 param_named_auto worldViewProj worldviewproj_matrix 128 param_named_auto ambient ambient_light_colour 129 } 130 131 } 132 // Now do the lighting pass 133 // NB we don't do decal texture here because this is repeated per light 134 pass 135 { 136 // base colours, not needed for rendering, but as information 137 // to lighting pass categorisation routine 138 ambient 0 0 0 139 // do this for each light 140 iteration once_per_light 141 142 143 scene_blend add 144 145 // Vertex program reference 146 vertex_program_ref BumpMapVP 147 { 148 param_named_auto lightPosition light_position_object_space 0 149 param_named_auto worldViewProj worldviewproj_matrix 150 } 151 152 // Base bump map 153 texture_unit 154 { 155 texture nmnone.tga 156 colour_op replace 157 } 158 // Normalisation cube map, with dot product on bump map 159 texture_unit 160 { 161 cubic_texture nm.tga combinedUVW 162 tex_coord_set 1 163 tex_address_mode clamp 164 colour_op_ex dotproduct src_texture src_current 165 colour_op_multipass_fallback dest_colour zero 166 } 167 } 168 169 // Decal pass 170 pass 171 { 172 lighting off 173 // Really basic vertex program 174 // NB we don't use fixed function here because GL does not like 175 // mixing fixed function and vertex programs, depth fighting can 176 // be an issue 177 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture 178 { 179 param_named_auto worldViewProj worldviewproj_matrix 180 param_named ambient float4 1 1 1 1 181 } 182 scene_blend dest_colour zero 183 texture_unit 184 { 185 texture assff.JPG 186 } 187 188 } 189 190 } 108 191 109 } 192 110
Note: See TracChangeset
for help on using the changeset viewer.