// A really basic ambient pass program, support for one texture coodinate set vertex_program Ogre/BasicVertexPrograms/AmbientOneTexture cg { source Example_Basic.cg entry_point ambientOneTexture_vp profiles vs_1_1 arbvp1 default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto ambient ambient_light_colour } } // A really basic ambient pass program, support for one texture coodinate set vertex_program Ogre/BasicVertexPrograms/AmbientOneTextureGLSL glsl { source AmbientOneTexture.glsl default_params { param_named_auto ambient ambient_light_colour } } //-------------- // Bump mapping //-------------- // Bump map vertex program, support for this is required vertex_program BumpMapVP cg { source BumpMapping.cg entry_point main_vp profiles vs_1_1 arbvp1 } // Bump map fragment program, support for this is optional fragment_program BumpMapFP cg { source BumpMapping.cg entry_point main_fp profiles ps_1_1 arbfp1 fp20 } // Bump map with specular vertex program, support for this is required vertex_program BumpMapVPSpecular cg { source BumpMapping.cg entry_point specular_vp profiles vs_1_1 arbvp1 } // Bump map fragment program, support for this is optional fragment_program BumpMapFPSpecular cg { source BumpMapping.cg entry_point specular_fp profiles ps_1_1 arbfp1 fp20 default_params { param_named shine float 3 } } // Any number of lights, diffuse and specular material Asteroid/BumpMap { // This is the preferred technique which uses both vertex and // fragment programs, supports coloured lights technique { // Base ambient pass pass { // base colours, not needed for rendering, but as information // to lighting pass categorisation routine ambient 1 1 1 diffuse 0 0 0 specular 0 0 0 0 // Really basic vertex program // NB we don't use fixed function here because GL does not like // mixing fixed function and vertex programs, depth fighting can // be an issue vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureGLSL { param_named_auto worldViewProj worldviewproj_matrix param_named ambient float3 0.1 0.1 0.1 } } // Now do the lighting pass // NB we don't do decal texture here because this is repeated per light pass { // base colours, not needed for rendering, but as information // to lighting pass categorisation routine ambient 0 0 0 // do this for each light iteration once_per_light scene_blend add // Vertex program reference vertex_program_ref BumpMapVPSpecular { param_named_auto lightPosition light_position_object_space 0 param_named_auto eyePosition camera_position_object_space param_named_auto worldViewProj worldviewproj_matrix } // Fragment program fragment_program_ref BumpMapFPSpecular { param_named_auto lightDiffuse light_diffuse_colour 0 param_named_auto lightSpecular light_specular_colour 0 param_named shine float 4 } // Base bump map texture_unit { texture nmrock.tga colour_op replace } // Normalisation cube map texture_unit { cubic_texture nm.tga combinedUVW tex_coord_set 1 tex_address_mode clamp } // Normalisation cube map #2 texture_unit { cubic_texture nm.tga combinedUVW tex_coord_set 2 tex_address_mode clamp } } // Decal pass pass { lighting off // Really basic vertex program // NB we don't use fixed function here because GL does not like // mixing fixed function and vertex programs, depth fighting can // be an issue vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureGLSL { param_named_auto worldViewProj worldviewproj_matrix param_named ambient float4 1 1 1 1 } scene_blend dest_colour zero texture_unit { texture rock.tga } } } }