1 | // Bump map with Parallax offset vertex program, support for this is required
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2 | vertex_program Examples/OffsetMappingVP cg
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3 | {
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4 | source OffsetMapping.cg
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5 | entry_point main_vp
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6 | profiles vs_1_1 arbvp1
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7 | }
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8 |
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9 | // Bump map with parallax fragment program
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10 | fragment_program Examples/OffsetMappingFP cg
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11 | {
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12 | source OffsetMapping.cg
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13 | entry_point main_fp
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14 | profiles ps_2_0 arbfp1
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15 | }
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16 |
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17 | // Bump map with parallax fragment program
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18 | fragment_program Examples/OffsetMappingPS asm
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19 | {
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20 | source OffsetMapping_specular.asm
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21 | // sorry, only for ps_1_4 and above:)
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22 | syntax ps_1_4
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23 | }
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24 |
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25 |
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26 | material Examples/OffsetMapping/Specular
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27 | {
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28 |
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29 | // This is the preferred technique which uses both vertex and
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30 | // fragment programs, supports coloured lights
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31 | technique
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32 | {
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33 | // do the lighting and bump mapping with parallax pass
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34 | // NB we don't do decal texture here because this is repeated per light
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35 | pass
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36 | {
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37 |
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38 | // Vertex program reference
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39 | vertex_program_ref Examples/OffsetMappingVP
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40 | {
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41 | param_named_auto lightPosition light_position_object_space 0
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42 | param_named_auto eyePosition camera_position_object_space
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43 | param_named_auto worldViewProj worldviewproj_matrix
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44 | }
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45 |
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46 | // Fragment program
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47 | fragment_program_ref Examples/OffsetMappingFP
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48 | {
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49 | param_named_auto lightDiffuse light_diffuse_colour 0
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50 | param_named_auto lightSpecular light_specular_colour 0
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51 | // Parallax Height scale and bias
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52 | param_named scaleBias float4 0.04 -0.02 1 0
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53 | }
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54 |
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55 | // Normal + height(alpha) map
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56 | texture_unit
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57 | {
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58 | texture rockwall_NH.tga
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59 | tex_coord_set 0
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60 | }
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61 |
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62 | // Base diffuse texture map
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63 | texture_unit
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64 | {
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65 | texture rockwall.tga
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66 | tex_coord_set 1
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67 | }
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68 | }
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69 | }
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70 |
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71 |
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72 | // This is the preferred technique which uses both vertex and
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73 | // fragment programs, supports coloured lights
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74 | technique
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75 | {
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76 | // do the lighting and bump mapping with parallax pass
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77 | // NB we don't do decal texture here because this is repeated per light
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78 | pass
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79 | {
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80 |
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81 | // Vertex program reference
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82 | vertex_program_ref Examples/OffsetMappingVP
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83 | {
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84 | param_named_auto lightPosition light_position_object_space 0
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85 | param_named_auto eyePosition camera_position_object_space
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86 | param_named_auto worldViewProj worldviewproj_matrix
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87 | }
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88 |
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89 | // Fragment program
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90 | fragment_program_ref Examples/OffsetMappingPS
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91 | {
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92 | param_indexed_auto 0 light_diffuse_colour 0
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93 | param_indexed_auto 1 light_specular_colour 0
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94 | // Parallax Height scale and bias
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95 | param_indexed 2 float4 0.04 -0.02 1 0
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96 | }
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97 |
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98 | // Normal + height(alpha) map
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99 | texture_unit
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100 | {
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101 | texture rockwall_NH.tga
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102 | tex_coord_set 0
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103 | }
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104 |
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105 | // Base diffuse texture map
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106 | texture_unit
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107 | {
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108 | texture rockwall.tga
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109 | tex_coord_set 1
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110 | }
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111 | }
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112 | }
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113 |
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114 | // Simple no-shader fallback
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115 | technique
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116 | {
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117 | pass
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118 | {
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119 | // Base diffuse texture map
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120 | texture_unit
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121 | {
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122 | texture rockwall.tga
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123 | }
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124 | }
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125 | }
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126 |
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127 | }
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