Changeset 2266 for GTP/trunk/App/Demos/Illum
- Timestamp:
- 03/19/07 16:53:44 (18 years ago)
- Location:
- GTP/trunk/App/Demos/Illum/Ogre/Media
- Files:
-
- 1 added
- 1 deleted
- 10 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Illum/Ogre/Media/PMDemo/PRMDemo.material
r2246 r2266 22 22 IllumTechniques 23 23 { 24 //RenderTechnique PathMap25 //{24 RenderTechnique PathMap 25 { 26 26 27 //}28 //RenderTechnique DepthShadowReciever29 //{30 //max_light_count 231 //vertex_program_name GTP/Basic/LightCPos_VS32 //fragment_program_name GTP/Basic/SM/Dist_VSM_PS33 //set_light_view true34 //set_light_farplane true35 //light_viewproj_param_name LightViewProj36 //light_view_param_name LightView37 //light_farplane_param_name lightFarPlane38 //world_view_proj_param_name WorldViewProj39 //world_param_name World40 //}27 } 28 RenderTechnique DepthShadowReciever 29 { 30 max_light_count 2 31 vertex_program_name GTP/Basic/LightCPos_VS 32 fragment_program_name GTP/Basic/SM/Dist_VSM_PS 33 set_light_view true 34 set_light_farplane true 35 light_viewproj_param_name LightViewProj 36 light_view_param_name LightView 37 light_farplane_param_name lightFarPlane 38 world_view_proj_param_name WorldViewProj 39 world_param_name World 40 } 41 41 } 42 42 vertex_program_ref GTP/Basic/ShadedTex_VS -
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/GTPBasic/GTPBasic.material
r2188 r2266 166 166 } 167 167 168 material GTP/Basic/ShadowReciever/Depth 168 material GTP/Basic/Focusing 169 { 170 technique 171 { 172 pass 173 { 174 vertex_program_ref GTP/Basic/LightVPos_VS 175 { 176 param_named_auto World world_matrix 177 param_named_auto WorldViewProj worldviewproj_matrix 178 param_named LightViewProj matrix4x4 179 } 180 fragment_program_ref GTP/Basic/LightVPos_PS 181 { 182 183 } 184 } 185 } 186 } 187 188 material GTP/Basic/ShadowReciever/Depth_VSM 169 189 { 170 190 technique … … 176 196 { 177 197 RenderTechnique DepthShadowReciever 178 179 180 181 182 183 184 185 186 187 198 { 199 max_light_count 1 200 vertex_program_name GTP/Basic/LightVPos_VS 201 fragment_program_name GTP/Basic/SM/Depth_VSM_PS 202 set_light_view false 203 set_light_farplane false 204 world_view_proj_param_name WorldViewProj 205 world_param_name World 206 light_viewproj_param_name LightViewProj 207 } 188 208 } 189 209 } … … 191 211 } 192 212 213 material GTP/Basic/ShadowReciever/Distance_VSM 214 { 215 technique 216 { 217 pass 218 { 219 lighting off 220 IllumTechniques 221 { 222 RenderTechnique DepthShadowReciever 223 { 224 max_light_count 1 225 vertex_program_name GTP/Basic/LightCPos_VS 226 fragment_program_name GTP/Basic/SM/Dist_VSM_PS 227 world_view_proj_param_name WorldViewProj 228 world_param_name World 229 light_viewproj_param_name LightViewProj 230 set_light_view true 231 set_light_farplane true 232 light_view_param_name LightView 233 light_farplane_param_name lightFarPlane 234 } 235 } 236 } 237 } 238 } 239 193 240 material GTP/Basic/ShadowReciever/ShadowAccum 194 241 { … … 197 244 pass 198 245 { 199 lighting off 200 ambient 1 1 1 1 201 diffuse 1 1 1 1 202 specular 1 1 1 1 203 emissive 0 0 0 204 246 lighting off 205 247 IllumTechniques 206 248 { -
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/GTPBasic/GTPBasic.program
r2246 r2266 151 151 source GTPBasic_PS.hlsl 152 152 entry_point PlainTex3D 153 target ps_2_0 154 } 155 156 fragment_program GTP/Basic/LightVPos_PS hlsl 157 { 158 source GTPBasic_PS.hlsl 159 entry_point LightVPosPS 153 160 target ps_2_0 154 161 } -
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/GTPBasic/GTPBasic_PS.hlsl
r2188 r2266 23 23 float4 CPos : TEXCOORD0; 24 24 }; 25 26 struct LightVPos_OUT 27 { 28 float4 VPos : POSITION; 29 float4 LightVPos : TEXCOORD0; 30 }; 31 25 32 26 33 … … 71 78 return IN.color * tex3D(Texture, IN.texCoord.xyz); 72 79 } 80 81 float4 LightVPosPS(LightVPos_OUT IN):COLOR 82 { 83 return float4(IN.LightVPos.xyz / IN.LightVPos.w, 1); 84 } -
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/GTPCaustic/GTPCaustic.hlsl
r2136 r2266 258 258 float dist = readDistanceCubeMap(DistanceCubeMap, dir); 259 259 260 float EPSILON = 1.0;260 float EPSILON = 0.00001; 261 261 262 262 if(mydist > dist + EPSILON) caustic = 0; … … 265 265 266 266 Color = caustic; 267 //Color += attenuation * 0.000000000001;268 267 Color.a = 1; 269 268 -
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/GTPCaustic/GTPCaustic.material
r2175 r2266 20 20 texture_unit 21 21 { 22 22 filtering none 23 23 } 24 24 } … … 97 97 RenderTechnique ColorCubeMap 98 98 { 99 update_interval 199 update_interval 0 100 100 update_all_face true 101 101 } 102 102 RenderTechnique DistanceCubeMap 103 103 { 104 update_interval 1104 update_interval 0 105 105 update_all_face true 106 106 } … … 141 141 texture_unit 142 142 { 143 143 filtering none 144 144 } 145 145 } … … 157 157 RenderTechnique ColorCubeMap 158 158 { 159 update_interval 1159 update_interval 0 160 160 update_all_face true 161 161 } 162 162 RenderTechnique DistanceCubeMap 163 163 { 164 update_interval 1164 update_interval 0 165 165 update_all_face true 166 166 } … … 199 199 texture_unit 200 200 { 201 201 filtering none 202 202 } 203 203 } -
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/GTPEnvMap/GTPEnvMap.hlsl
r2175 r2266 8 8 float readDistanceCubeMap(samplerCUBE dcm, float3 coord) 9 9 { 10 float dist = texCUBE(dcm, float3(coord.xy, - coord.z)). r;10 float dist = texCUBE(dcm, float3(coord.xy, - coord.z)).a; 11 11 if(dist == 0) dist = 1000; ///sky 12 12 return dist; … … 97 97 float3 R = reflect( V, N); 98 98 float3 T = refract(V, N, sRefraction); 99 99 100 100 RR = R; TT = T; 101 101 RR = Hit(cubePos, R, DistanceMap); … … 128 128 RR = R; 129 129 RR = Hit(cubePos, R, DistanceMap); 130 Color = readCubeMap(CubeMap, RR ); 130 Color = readCubeMap(CubeMap, RR); 131 //Color = readDistanceCubeMap(DistanceMap, cubePos)/300.0; 132 //return Color; 131 133 132 134 float ctheta_in = dot(N, R); -
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/GTPEnvMap/GTPEnvMap.material
r2175 r2266 74 74 texture_unit 75 75 { 76 76 filtering none 77 77 } 78 78 } … … 122 122 texture_unit 123 123 { 124 124 filtering none 125 125 } 126 126 } … … 130 130 material GTP/EnvMap/Localized_Metal 131 131 { 132 technique 132 technique maintechnique 133 133 { 134 134 pass mainpass … … 171 171 texture_unit 172 172 { 173 173 filtering none 174 174 } 175 175 } … … 179 179 material GTP/EnvMap/Gold : GTP/EnvMap/Localized_Metal 180 180 { 181 technique 181 technique maintechnique 182 182 { 183 183 pass mainpass … … 193 193 material GTP/EnvMap/Silver : GTP/EnvMap/Localized_Metal 194 194 { 195 technique 196 { 197 pass mainpass 198 { 199 fragment_program_ref 200 { 201 param_named F0 float3 0.97 0.95 0.9 202 } 195 technique maintechnique 196 { 197 pass mainpass 198 { 199 fragment_program_ref GTP/EnvMap/Localized_Metal_PS 200 { 201 202 param_named F0 float3 0.97 0.95 0.9 203 } 203 204 } 204 205 } … … 207 208 material GTP/EnvMap/Copper : GTP/EnvMap/Localized_Metal 208 209 { 209 technique 210 technique maintechnique 210 211 { 211 212 pass mainpass … … 221 222 material GTP/EnvMap/Alu : GTP/EnvMap/Localized_Metal 222 223 { 223 technique 224 technique maintechnique 224 225 { 225 226 pass mainpass -
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/scripts/GameTools.material
r2152 r2266 140 140 } 141 141 142 143 144 material GameTools/UVShader145 {146 technique147 {148 pass149 {150 vertex_program_ref GameTools/UV_VS151 {152 param_named_auto worldViewProj worldviewproj_matrix153 }154 fragment_program_ref GameTools/UV_PS155 {156 param_named_auto ID custom 0157 }158 159 160 }161 }162 }163 164 material GameTools/DistanceShader165 {166 167 technique168 {169 pass170 {171 vertex_program_ref GameTools/DistanceVS172 {173 param_named_auto worldView worldview_matrix174 param_named_auto worldViewProj worldviewproj_matrix175 }176 fragment_program_ref GameTools/DistancePS177 {178 179 }180 181 }182 }183 }184 185 material GameTools/SceneCameraDepthShader186 {187 188 technique189 {190 scene_blend none191 192 pass193 {194 vertex_program_ref GameTools/SceneCameraDepthVS195 {196 param_named_auto worldView worldview_matrix197 param_named_auto worldViewProj worldviewproj_matrix198 param_named_auto farplane far_clip_distance199 }200 fragment_program_ref GameTools/SceneDepthPS201 {202 203 }204 205 }206 }207 }208 209 material GameTools/FocusingShader210 {211 212 technique213 {214 scene_blend none215 216 pass217 {218 vertex_program_ref GameTools/FocusingVS219 {220 param_named_auto world world_matrix221 param_named_auto worldViewProj worldviewproj_matrix222 param_named lightTransform matrix4x4223 }224 fragment_program_ref GameTools/FocusingPS225 {226 227 }228 229 }230 }231 }232 233 material GameTools/ShadowMapDepth234 {235 236 technique237 {238 scene_blend none239 240 pass241 {242 cull_hardware anticlockwise243 //cull_hardware none244 245 vertex_program_ref GameTools/ShadowMap/DepthVS246 {247 param_named_auto worldViewProj worldviewproj_matrix248 }249 fragment_program_ref GameTools/ShadowMap/DepthPS250 {251 252 }253 254 }255 }256 }257 258 material GameTools/ShadowMapDistance259 {260 261 technique262 {263 264 pass265 {266 scene_blend none267 268 cull_hardware anticlockwise269 //cull_hardware none270 //cull_software none271 //cull_hardware clockwise272 273 vertex_program_ref GameTools/ShadowMap/DistVS274 {275 param_named_auto worldViewProj worldviewproj_matrix276 param_named_auto worldView worldview_matrix277 }278 fragment_program_ref GameTools/ShadowMap/DistPS279 {280 param_named_auto farPlane far_clip_distance281 }282 283 }284 }285 }286 287 288 142 material GameTools/Blur 289 143 { -
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/scripts/kupola.material
r2054 r2266 1 1 2 2 3 material kupolalambert2 3 material kupolalambert2_original 4 4 { 5 5 … … 8 8 pass 9 9 { 10 10 11 IllumTechniques 11 12 { 12 13 13 14 RenderTechnique CausticReciever 14 15 { 15 max_caster_count 1016 max_caster_count 0 16 17 } 17 18 //RenderTechnique DepthShadowReciever … … 20 21 //} 21 22 } 22 23 23 24 scene_blend none 24 25 scene_blend_op add 25 26 scene_blend_op_alpha add 26 27 scene_blend_alpha none 27 28 28 29 lighting off 29 30 30 31 vertex_program_ref GameTools/CausticSoftShadowVS 31 32 { 32 //param_named_auto world_IT inverse_transpose_world_matrix 33 param_named_auto worldViewProj worldviewproj_matrix34 param_named_auto world world_matrix33 param_named_auto worldViewProj worldviewproj_matrix 34 param_named_auto world world_matrix 35 //param_named_auto world_IT inverse_transpose_world_matrix 35 36 } 36 37 fragment_program_ref GameTools/CausticSoftShadowPS 37 38 { 38 39 40 39 param_named_auto world_IT inverse_transpose_world_matrix 40 param_named_auto cameraPos camera_position 41 param_named_auto lightPosition light_position 0 41 42 } 42 43 43 texture_unit 44 { 45 texture falt2.tga 46 //texture rnl_cross.hdr 44 texture_unit 45 { 46 texture falt2.tga 47 47 } 48 48 … … 56 56 57 57 58 material kupolalambert5 58 material kupolalambert5_original 59 59 { 60 60 technique … … 67 67 RenderTechnique CausticReciever 68 68 { 69 max_caster_count 1 069 max_caster_count 1 70 70 } 71 71 //RenderTechnique DepthShadowReciever … … 159 159 } 160 160 161 162 material kupolalambert2 163 { 164 165 technique 166 { 167 pass 168 { 169 IllumTechniques 170 { 171 172 RenderTechnique CausticReciever 173 { 174 max_caster_count 1 175 } 176 } 177 178 texture_unit 179 { 180 texture falt2.tga 181 } 182 183 } 184 } 185 } 186 187 188 material kupolalambert5 189 { 190 technique 191 { 192 193 pass 194 { 195 IllumTechniques 196 { 197 198 RenderTechnique CausticReciever 199 { 200 max_caster_count 1 201 } 202 } 203 texture_unit 204 { 205 texture talaj2.tga 206 } 207 208 } 209 } 210 } 211
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