- Timestamp:
- 01/23/07 08:53:32 (18 years ago)
- Location:
- GTP/trunk/App/Demos/Illum/Ogre/Media/materials
- Files:
-
- 35 added
- 11 deleted
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/programs/GameTools_Blur.hlsl
r1691 r2024 38 38 return sum; 39 39 return tex2D(Texture, uv); 40 } 41 42 float4 CopyPS(VS_OUTPUT IN, 43 uniform sampler2D Texture : register(s0), 44 uniform float alpha, 45 uniform float width, 46 uniform float height ) : COLOR 47 { 48 float2 pixel = float2(1.0 / width, 1.0 / height); 49 float2 uv = IN.Position + pixel * 0.5; 50 51 float4 Color = tex2D(Texture, uv); 52 Color.a = alpha; 53 //Color = float4(0,0,0,1); 54 return Color; 40 55 } 41 56 -
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/programs/MetalTeapotNew.hlsl
r1959 r2024 525 525 I = readCubeMap(NormDistMap1, p); 526 526 } 527 <<<<<<< .mine 528 I = max1 + 0.0000000000001 *x.x; 529 ======= 527 530 I = max1 + 0.000000001 * x.x; 531 >>>>>>> .r1994 528 532 //I = readCubeMap(NormDistMap1, R)+0.00000000001*x.x; 529 533 return I; -
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/scripts/GameTools.material
r1691 r2024 309 309 } 310 310 311 material GameTools/BlurLightVolume 312 { 313 314 technique 315 { 316 317 pass 318 { 319 depth_check off 320 cull_hardware none 321 scene_blend alpha_blend 322 323 vertex_program_ref GameTools/BlurVS 324 { 325 326 } 327 fragment_program_ref GameTools/CopyPS 328 { 329 param_named_auto width viewport_width 330 param_named_auto height viewport_height 331 param_named float alpha 0.3 332 } 333 texture_unit 334 { 335 filtering bilinear 336 } 337 338 } 339 } 340 } 341 311 342 material GameTools/BlurCubeFace 312 343 { -
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/scripts/GameTools.program
r1691 r2024 10 10 source GameTools_Blur.hlsl 11 11 entry_point BlurPS 12 target ps_3_0 13 } 14 15 fragment_program GameTools/CopyPS hlsl 16 { 17 source GameTools_Blur.hlsl 18 entry_point CopyPS 12 19 target ps_3_0 13 20 } … … 41 48 } 42 49 43 vertex_program GameTools/PostProc1_VS hlsl44 {45 source GameTools_PostProc.hlsl46 entry_point defaultVS47 target vs_2_048 }49 50 fragment_program GameTools/PostProc_Black hlsl51 {52 source GameTools_PostProc.hlsl53 entry_point BlackPS54 target ps_2_055 56 }57 58 fragment_program GameTools/PostProc1_PS hlsl59 {60 source GameTools_PostProc.hlsl61 entry_point defaultPS62 target ps_2_063 64 }65 66 fragment_program GameTools/GlowCut_PS hlsl67 {68 source GameTools_PostProc.hlsl69 entry_point GlowCutPS70 target ps_2_071 72 }73 74 fragment_program GameTools/Luminance_PS hlsl75 {76 source GameTools_PostProc.hlsl77 entry_point LuminancePS78 target ps_2_079 80 }81 82 fragment_program GameTools/GlowAdd_PS hlsl83 {84 source GameTools_PostProc.hlsl85 entry_point GlowAddPS86 target ps_2_087 }88 89 fragment_program GameTools/ToneMap_PS hlsl90 {91 source GameTools_PostProc.hlsl92 entry_point ToneMapPS93 target ps_2_094 }95 96 fragment_program GameTools/GlowBlurH_PS hlsl97 {98 source GameTools_PostProc.hlsl99 entry_point GlowBlurHPS100 target ps_2_0101 }102 103 fragment_program GameTools/GlowBlurV_PS hlsl104 {105 source GameTools_PostProc.hlsl106 entry_point GlowBlurVPS107 target ps_2_0108 }109 110 fragment_program GameTools/TextureCopy_PS hlsl111 {112 source GameTools_PostProc.hlsl113 entry_point CopyPS114 target ps_2_0115 }116 50 117 51 … … 342 276 } 343 277 344 vertex_program GameTools/SpriteVS hlsl 345 { 346 source GameTools_Sprite.hlsl 347 entry_point SpriteVS 348 target vs_2_0 349 } 350 351 fragment_program GameTools/SpritePS hlsl 352 { 353 source GameTools_Sprite.hlsl 354 entry_point SpritePS 355 target ps_2_0 356 357 } 358 359 vertex_program GameTools/SBBVS hlsl 360 { 361 source GameTools_Sprite.hlsl 362 entry_point SBB_SpriteVS 363 target vs_3_0 364 } 365 366 fragment_program GameTools/SBBPS hlsl 367 { 368 source GameTools_Sprite.hlsl 369 entry_point SBB_SpritePS 370 target ps_3_0 371 372 } 278 373 279 374 280 vertex_program GameTools/SceneCameraDepthVS hlsl
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