[2417] | 1 | vertex_program FPSArmSkinning_VP cg
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| 2 | {
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| 3 | source SkinningVS.cg
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| 4 | entry_point FPSArmSkinning_VP
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| 5 | profiles vs_2_0
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| 6 | includes_skeletal_animation true
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| 7 | }
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| 8 |
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| 9 | vertex_program FPSArmSkinning_SMGen_VP cg
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| 10 | {
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| 11 | source SkinningVS.cg
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| 12 | entry_point FPSArmSkinning_SMGen_VP
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| 13 | profiles vs_2_0
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| 14 | includes_skeletal_animation true
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| 15 | }
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| 16 |
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| 17 | fragment_program FPSArm_PS hlsl
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| 18 | {
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| 19 | source FPSArm_PS.hlsl
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| 20 | entry_point FPSArm_PS
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| 21 | target ps_2_0
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| 22 | }
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| 23 |
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| 24 | material FPSArmShadowMapGen_POINT
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| 25 | {
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| 26 | technique
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| 27 | {
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| 28 | pass
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| 29 | {
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| 30 | vertex_program_ref FPSArmSkinning_SMGen_VP
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| 31 | {
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| 32 | param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4
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| 33 | param_named_auto viewProjectionMatrix viewproj_matrix
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| 34 | param_named_auto viewMatrix view_matrix
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| 35 | }
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| 36 | fragment_program_ref GTP/Basic/CDistNorm_PS
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| 37 | {
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| 38 | param_named_auto farPlane far_clip_distance
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| 39 | }
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| 40 | }
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| 41 | }
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| 42 | }
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| 43 |
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| 44 | material FPSArmCameraDepth
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| 45 | {
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| 46 | technique
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| 47 | {
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| 48 | pass
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| 49 | {
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| 50 | vertex_program_ref FPSArmSkinning_SMGen_VP
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| 51 | {
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| 52 | param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4
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| 53 | param_named_auto viewProjectionMatrix viewproj_matrix
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| 54 | param_named_auto viewMatrix view_matrix
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| 55 | }
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| 56 | fragment_program_ref GTP/Basic/CDepth_PS
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| 57 | {
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| 58 | param_named_auto farplane far_clip_distance
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| 59 | }
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| 60 | }
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| 61 | }
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| 62 | }
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| 63 |
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[2392] | 64 | material phong3
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| 65 | {
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[2414] | 66 | technique maintechnique
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[2392] | 67 | {
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[2414] | 68 | pass mainpass
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[2392] | 69 | {
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| 70 | cull_hardware none
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[2417] | 71 | IllumTechniques
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[2392] | 72 | {
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[2417] | 73 | RenderTechnique Triggers
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| 74 | {
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| 75 | ILLUM_TRIGGER_SM_POINT FPSArmShadowMapGen_POINT
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| 76 | ILLUM_TRIGGER_CAMERADEPTH FPSArmCameraDepth
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| 77 | }
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[2392] | 78 | }
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[2417] | 79 | vertex_program_ref FPSArmSkinning_VP
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[2414] | 80 | {
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[2417] | 81 | param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4
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| 82 | param_named_auto viewProjectionMatrix viewproj_matrix
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| 83 | param_named_auto lightPos light_position 0
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| 84 | param_named_auto cameraPos camera_position
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[2414] | 85 | }
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[2417] | 86 | fragment_program_ref FPSArm_PS
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| 87 | {
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| 88 | param_named_auto lightRange light_attenuation 0
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| 89 | param_named_auto lightPower light_power 0
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| 90 | param_named_auto lightColor light_diffuse_colour 0
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| 91 | param_named specularity float 100
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| 92 | param_named albedo float 0.1
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| 93 | param_named specularColor float4 0 0 0 0
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| 94 | }
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[2414] | 95 | texture_unit basetexture
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| 96 | {
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[2417] | 97 | texture FPSArmColor2.png
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[2414] | 98 | }
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[2417] | 99 | texture_unit bumptexture
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| 100 | {
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| 101 | texture FPSArmNormal.png
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| 102 | }
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[2392] | 103 | }
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| 104 | }
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| 105 | }
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[2404] | 106 |
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[2417] | 107 |
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[2404] | 108 | vertex_program GTP/MoriaDemo/Sword_VS hlsl
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| 109 | {
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| 110 | source sword.hlsl
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| 111 | entry_point Sword_VS
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| 112 | target vs_2_0
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| 113 | }
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| 114 |
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| 115 | fragment_program GTP/MoriaDemo/Sword_Metal_PS hlsl
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| 116 | {
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| 117 | source sword.hlsl
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| 118 | entry_point Sword_Metal_PS
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| 119 | target ps_3_0
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| 120 | }
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| 121 | fragment_program GTP/MoriaDemo/Sword_Handle_PS hlsl
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| 122 | {
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| 123 | source sword.hlsl
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| 124 | entry_point Sword_Handle_PS
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| 125 | target ps_3_0
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| 126 | }
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| 127 |
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| 128 | material swordHandle
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| 129 | {
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| 130 | technique
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| 131 | {
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| 132 | pass
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| 133 | {
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| 134 | IllumTechniques
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| 135 | {
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| 136 | // RenderTechnique DepthShadowReceiver
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| 137 | // {
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| 138 | // max_light_count 1
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| 139 | // set_light_viewproj false
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| 140 | // set_light_view true
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| 141 | // set_light_farplane true
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| 142 | // light_view_param_name LightView
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| 143 | // light_farplane_param_name lightFarPlane
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| 144 | // new_passes false
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| 145 | // start_tex_id 1
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| 146 | // }
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| 147 | }
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| 148 | cull_hardware none
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| 149 | vertex_program_ref GTP/MoriaDemo/Sword_VS
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| 150 | {
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| 151 | param_named_auto WorldViewProj worldviewproj_matrix
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| 152 | param_named_auto World world_matrix
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| 153 | param_named_auto WorldI inverse_world_matrix
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| 154 | param_named_auto wCamPos camera_position
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| 155 | }
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| 156 | fragment_program_ref GTP/MoriaDemo/Sword_Handle_PS
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| 157 | {
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| 158 | param_named_auto wLightPos1 light_position 0
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| 159 | // param_named_auto wLightPos2 light_position 1
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| 160 | param_named_auto lightRange1 light_attenuation 0
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| 161 | // param_named_auto lightRange2 light_attenuation 1
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| 162 | param_named_auto lightPower1 light_power 0
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| 163 | // param_named_auto lightPower2 light_power 1
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| 164 | param_named_auto lightColor1 light_diffuse_colour 0
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| 165 | // param_named_auto lightColor2 light_diffuse_colour 1
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| 166 | param_named specularity float 100
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| 167 | param_named specularColor float4 0.05 0.05 0.05 0.05
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| 168 | }
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| 169 | texture_unit
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| 170 | {
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| 171 | texture swordColor.dds
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| 172 | }
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| 173 | texture_unit
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| 174 | {
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| 175 | }
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| 176 | texture_unit
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| 177 | {
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| 178 | }
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| 179 | }
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| 180 | }
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| 181 | }
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| 182 |
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| 183 | material swordMetal
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| 184 | {
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| 185 | technique maintechnique
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| 186 | {
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| 187 | pass mainpass
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| 188 | {
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| 189 | IllumTechniques
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| 190 | {
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| 191 | RenderTechnique ColorCubeMap
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| 192 | {
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| 193 | update_interval 1
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[2422] | 194 | update_all_face true
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[2404] | 195 | distance_calc false
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| 196 | face_angle_calc false
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| 197 | }
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| 198 | }
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| 199 | vertex_program_ref GTP/Basic/ShadedTex_VS
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| 200 | {
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| 201 | param_named_auto WorldViewProj worldviewproj_matrix
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| 202 | param_named_auto World world_matrix
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| 203 | param_named_auto WorldInv inverse_world_matrix
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| 204 | }
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| 205 | fragment_program_ref GTP/MoriaDemo/Sword_Metal_PS
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| 206 | {
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| 207 | param_named_auto wCamPos camera_position
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| 208 | }
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| 209 | //Cube map for reflections and refractions
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| 210 | texture_unit
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| 211 | {
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| 212 |
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| 213 | }
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| 214 | texture_unit
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| 215 | {
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| 216 | texture swordColor.dds
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| 217 | }
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| 218 | }
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| 219 | }
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| 220 | }
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| 221 |
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| 222 |
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