//--------------------------------------------------- // This file includes a number of basic GPU programs // for use in many materials. //--------------------------------------------------- // A really basic ambient pass program, support for one texture coodinate set vertex_program Ogre/BasicVertexPrograms/AmbientOneTextureHLSL hlsl { source Example_Basic.hlsl entry_point ambientOneTexture_vp target vs_1_1 default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto ambient ambient_light_colour } } vertex_program Ogre/BasicVertexPrograms/AmbientOneTextureUnified unified { delegate Ogre/BasicVertexPrograms/AmbientOneTextureGLSL delegate Ogre/BasicVertexPrograms/AmbientOneTextureHLSL } // Same as below, but for use when rendering texture shadows vertex_program Ogre/HardwareSkinningOneWeightShadowCaster cg { source Example_Basic.cg entry_point hardwareSkinningOneWeightCaster_vp profiles vs_1_1 arbvp1 includes_skeletal_animation true } // Basic hardware skinning using one indexed weight per vertex vertex_program Ogre/HardwareSkinningOneWeight cg { source Example_Basic.cg entry_point hardwareSkinningOneWeight_vp profiles vs_1_1 arbvp1 includes_skeletal_animation true } // Same as below, but for use when rendering texture shadows vertex_program Ogre/HardwareSkinningTwoWeightsShadowCasterCg cg { source Example_Basic.cg entry_point hardwareSkinningTwoWeightsCaster_vp profiles vs_1_1 arbvp1 includes_skeletal_animation true } vertex_program Ogre/HardwareSkinningTwoWeightsShadowCasterGLSL glsl { source skinningTwoWeightsShadowCasterVp.glsl includes_skeletal_animation true } vertex_program Ogre/HardwareSkinningTwoWeightsShadowCaster unified { delegate Ogre/HardwareSkinningTwoWeightsShadowCasterGLSL delegate Ogre/HardwareSkinningTwoWeightsShadowCasterCg } // Basic hardware skinning using two indexed weights per vertex vertex_program Ogre/HardwareSkinningTwoWeightsCg cg { source Example_Basic.cg entry_point hardwareSkinningTwoWeights_vp profiles vs_1_1 arbvp1 includes_skeletal_animation true } vertex_program Ogre/HardwareSkinningTwoWeightsGLSL glsl { source skinningTwoWeightsVp.glsl includes_skeletal_animation true } vertex_program Ogre/HardwareSkinningTwoWeights unified { delegate Ogre/HardwareSkinningTwoWeightsGLSL delegate Ogre/HardwareSkinningTwoWeightsCg default_params { param_named_auto worldMatrix3x4Array world_matrix_array_3x4 param_named_auto viewProjectionMatrix viewproj_matrix param_named_auto lightPos[0] light_position 0 param_named_auto lightPos[1] light_position 1 param_named_auto lightDiffuseColour[0] light_diffuse_colour 0 param_named_auto lightDiffuseColour[1] light_diffuse_colour 1 } } // Basic hardware skinning using four indexed weights per vertex vertex_program Ogre/HardwareSkinningFourWeights cg { source Example_Basic.cg entry_point hardwareSkinningFourWeights_vp profiles vs_1_1 arbvp1 includes_skeletal_animation true } // Basic hardware morph animation vertex_program Ogre/HardwareMorphAnimation cg { source Example_Basic.cg entry_point hardwareMorphAnimation profiles vs_1_1 arbvp1 includes_morph_animation true default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto anim_t animation_parametric } } // Basic hardware pose animation supporting 2 active poses vertex_program Ogre/HardwarePoseAnimation cg { source Example_Basic.cg entry_point hardwarePoseAnimation profiles vs_1_1 arbvp1 includes_pose_animation 2 default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto anim_t animation_parametric } }