Changeset 5137 for data/Media/materials/scripts/Bump_Specular.material
- Timestamp:
- May 29, 2008, 11:55:46 AM (17 years ago)
- File:
-
- 1 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 }
Note: See TracChangeset
for help on using the changeset viewer.