Changeset 5137 for data/Media/materials/scripts
- Timestamp:
- May 29, 2008, 11:55:46 AM (16 years ago)
- Location:
- data/Media/materials/scripts
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
data/Media/materials/scripts/Bump_Specular.material
r5135 r5137 26 26 // mixing fixed function and vertex programs, depth fighting can 27 27 // be an issue 28 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture GLSL28 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture 29 29 { 30 30 param_named_auto worldViewProj worldviewproj_matrix 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 GLSL94 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture 95 95 { 96 96 param_named_auto worldViewProj worldviewproj_matrix 97 97 param_named ambient float4 1 1 1 1 98 98 } … … 107 107 108 108 109 } 109 // This is the fallback which cards which don't have fragment program 110 // support will use, NB does not support specular colour 111 // Note that it still requires vertex program support 112 technique 113 { 114 // Base ambient pass 115 pass 116 { 117 // base colours, not needed for rendering, but as information 118 // to lighting pass categorisation routine 119 ambient 1 1 1 120 diffuse 0 0 0 121 specular 0 0 0 0 122 // Really basic vertex program 123 // NB we don't use fixed function here because GL does not like 124 // mixing fixed function and vertex programs, depth fighting can 125 // be an issue 126 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture 127 { 128 param_named_auto worldViewProj worldviewproj_matrix 129 param_named_auto ambient ambient_light_colour 130 } 131 132 } 133 // Now do the lighting pass 134 // NB we don't do decal texture here because this is repeated per light 135 pass 136 { 137 // base colours, not needed for rendering, but as information 138 // to lighting pass categorisation routine 139 ambient 0 0 0 140 // do this for each light 141 iteration once_per_light 110 142 111 143 144 scene_blend add 112 145 146 // Vertex program reference 147 vertex_program_ref BumpMapVP 148 { 149 param_named_auto lightPosition light_position_object_space 0 150 param_named_auto worldViewProj worldviewproj_matrix 151 } 152 153 // Base bump map 154 texture_unit 155 { 156 texture nmnone.tga 157 colour_op replace 158 } 159 // Normalisation cube map, with dot product on bump map 160 texture_unit 161 { 162 cubic_texture nm.tga combinedUVW 163 tex_coord_set 1 164 tex_address_mode clamp 165 colour_op_ex dotproduct src_texture src_current 166 colour_op_multipass_fallback dest_colour zero 167 } 168 } 169 170 // Decal pass 171 pass 172 { 173 lighting off 174 // Really basic vertex program 175 // NB we don't use fixed function here because GL does not like 176 // mixing fixed function and vertex programs, depth fighting can 177 // be an issue 178 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture 179 { 180 param_named_auto worldViewProj worldviewproj_matrix 181 param_named ambient float4 1 1 1 1 182 } 183 scene_blend dest_colour zero 184 texture_unit 185 { 186 texture assff.JPG 187 } 188 189 } 190 191 } 192 193 194 } -
data/Media/materials/scripts/Examples.program
r5134 r5137 17 17 { 18 18 param_named_auto worldViewProj worldviewproj_matrix 19 param_named_auto ambient ambient_light_colour 20 } 21 } 22 // A really basic ambient pass program, support for one texture coodinate set 23 vertex_program Ogre/BasicVertexPrograms/AmbientOneTextureGLSL glsl 24 { 25 source AmbientOneTexture.glsl 26 27 default_params 28 { 19 29 param_named_auto ambient ambient_light_colour 20 30 } -
data/Media/materials/scripts/asteroids.material
r5136 r5137 15 15 } 16 16 17 // A really basic ambient pass program, support for one texture coodinate set18 vertex_program Ogre/BasicVertexPrograms/AmbientOneTextureGLSL glsl19 {20 source AmbientOneTexture.glsl21 22 default_params23 {24 param_named_auto ambient ambient_light_colour25 }26 }27 17 28 18 … … 93 83 { 94 84 param_named_auto worldViewProj worldviewproj_matrix 95 param_named ambient float3 0.1 0.1 0.185 param_named_auto ambient ambient_light_colour 96 86 } 97 87 … … 169 159 } 170 160 } 171 172 } 173 174 175 161 // This is the fallback which cards which don't have fragment program 162 // support will use, NB does not support specular colour 163 // Note that it still requires vertex program support 164 technique 165 { 166 // Base ambient pass 167 pass 168 { 169 // base colours, not needed for rendering, but as information 170 // to lighting pass categorisation routine 171 ambient 1 1 1 172 diffuse 0 0 0 173 specular 0 0 0 0 174 // Really basic vertex program 175 // NB we don't use fixed function here because GL does not like 176 // mixing fixed function and vertex programs, depth fighting can 177 // be an issue 178 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture 179 { 180 param_named_auto worldViewProj worldviewproj_matrix 181 param_named_auto ambient ambient_light_colour 182 } 183 184 } 185 // Now do the lighting pass 186 // NB we don't do decal texture here because this is repeated per light 187 pass 188 { 189 // base colours, not needed for rendering, but as information 190 // to lighting pass categorisation routine 191 ambient 0 0 0 192 // do this for each light 193 iteration once_per_light 194 195 196 scene_blend add 197 198 // Vertex program reference 199 vertex_program_ref BumpMapVP 200 { 201 param_named_auto lightPosition light_position_object_space 0 202 param_named_auto worldViewProj worldviewproj_matrix 203 } 204 205 // Base bump map 206 texture_unit 207 { 208 texture nmrock.tga 209 colour_op replace 210 } 211 // Normalisation cube map, with dot product on bump map 212 texture_unit 213 { 214 cubic_texture nm.tga combinedUVW 215 tex_coord_set 1 216 tex_address_mode clamp 217 colour_op_ex dotproduct src_texture src_current 218 colour_op_multipass_fallback dest_colour zero 219 } 220 } 221 222 // Decal pass 223 pass 224 { 225 lighting off 226 // Really basic vertex program 227 // NB we don't use fixed function here because GL does not like 228 // mixing fixed function and vertex programs, depth fighting can 229 // be an issue 230 vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture 231 { 232 param_named_auto worldViewProj worldviewproj_matrix 233 param_named ambient float4 1 1 1 1 234 } 235 scene_blend dest_colour zero 236 texture_unit 237 { 238 texture rock.tga 239 } 240 241 } 242 243 } 244 245 246 } 247 248 249
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