source: GTP/trunk/Lib/Illum/IBRBillboardCloudTrees/OGRE/media/materials/scripts/OffsetMapping.material @ 861

Revision 861, 3.5 KB checked in by igarcia, 19 years ago (diff)
Line 
1// Bump map with Parallax offset vertex program, support for this is required
2vertex_program Examples/OffsetMappingVP cg
3{
4   source OffsetMapping.cg
5   entry_point main_vp
6   profiles vs_1_1 arbvp1
7}
8
9// Bump map with parallax fragment program
10fragment_program Examples/OffsetMappingFP cg
11{
12   source OffsetMapping.cg
13   entry_point main_fp
14   profiles ps_2_0 arbfp1
15}
16
17// Bump map with parallax fragment program
18fragment_program Examples/OffsetMappingPS asm
19{
20   source OffsetMapping_specular.asm
21   // sorry, only for ps_1_4 and above:)
22   syntax ps_1_4
23}
24
25
26material Examples/OffsetMapping/Specular
27{
28
29  // This is the preferred technique which uses both vertex and
30   // fragment programs, supports coloured lights
31   technique
32   {
33      // do the lighting  and bump mapping with parallax pass
34      // NB we don't do decal texture here because this is repeated per light
35      pass
36      {
37       
38         // Vertex program reference
39         vertex_program_ref Examples/OffsetMappingVP
40         {
41            param_named_auto lightPosition light_position_object_space 0
42            param_named_auto eyePosition camera_position_object_space
43            param_named_auto worldViewProj worldviewproj_matrix
44         }
45
46         // Fragment program
47         fragment_program_ref Examples/OffsetMappingFP
48         {
49            param_named_auto lightDiffuse light_diffuse_colour 0
50            param_named_auto lightSpecular light_specular_colour 0
51            // Parallax Height scale and bias
52            param_named scaleBias float4 0.04 -0.02 1 0
53         }
54         
55         // Normal + height(alpha) map
56         texture_unit
57         {
58            texture rockwall_NH.tga
59            tex_coord_set 0
60         }
61
62         // Base diffuse texture map
63         texture_unit
64         {
65            texture rockwall.tga
66            tex_coord_set 1
67         }
68      }
69   }
70
71
72   // This is the preferred technique which uses both vertex and
73   // fragment programs, supports coloured lights
74   technique
75   {
76      // do the lighting  and bump mapping with parallax pass
77      // NB we don't do decal texture here because this is repeated per light
78      pass
79      {
80       
81         // Vertex program reference
82         vertex_program_ref Examples/OffsetMappingVP
83         {
84            param_named_auto lightPosition light_position_object_space 0
85            param_named_auto eyePosition camera_position_object_space
86            param_named_auto worldViewProj worldviewproj_matrix
87         }
88
89         // Fragment program
90         fragment_program_ref Examples/OffsetMappingPS
91         {
92            param_indexed_auto 0 light_diffuse_colour 0
93            param_indexed_auto 1 light_specular_colour 0
94            // Parallax Height scale and bias
95            param_indexed 2 float4 0.04 -0.02 1 0
96         }
97         
98         // Normal + height(alpha) map
99         texture_unit
100         {
101            texture rockwall_NH.tga
102            tex_coord_set 0
103         }
104
105         // Base diffuse texture map
106         texture_unit
107         {
108            texture rockwall.tga
109            tex_coord_set 1
110         }
111      }
112   }
113   
114   // Simple no-shader fallback
115   technique
116   {
117      pass
118      {
119         // Base diffuse texture map
120         texture_unit
121         {
122            texture rockwall.tga
123         }
124          }
125   }
126
127}
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