- Timestamp:
- 06/06/07 19:19:29 (18 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Illum/Ogre/Media/MORIA/FPSarm.material
r2414 r2417 1 vertex_program FPSArmSkinning_VP cg 2 { 3 source SkinningVS.cg 4 entry_point FPSArmSkinning_VP 5 profiles vs_2_0 6 includes_skeletal_animation true 7 } 8 9 vertex_program FPSArmSkinning_SMGen_VP cg 10 { 11 source SkinningVS.cg 12 entry_point FPSArmSkinning_SMGen_VP 13 profiles vs_2_0 14 includes_skeletal_animation true 15 } 16 17 fragment_program FPSArm_PS hlsl 18 { 19 source FPSArm_PS.hlsl 20 entry_point FPSArm_PS 21 target ps_2_0 22 } 23 24 material FPSArmShadowMapGen_POINT 25 { 26 technique 27 { 28 pass 29 { 30 vertex_program_ref FPSArmSkinning_SMGen_VP 31 { 32 param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4 33 param_named_auto viewProjectionMatrix viewproj_matrix 34 param_named_auto viewMatrix view_matrix 35 } 36 fragment_program_ref GTP/Basic/CDistNorm_PS 37 { 38 param_named_auto farPlane far_clip_distance 39 } 40 } 41 } 42 } 43 44 material FPSArmCameraDepth 45 { 46 technique 47 { 48 pass 49 { 50 vertex_program_ref FPSArmSkinning_SMGen_VP 51 { 52 param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4 53 param_named_auto viewProjectionMatrix viewproj_matrix 54 param_named_auto viewMatrix view_matrix 55 } 56 fragment_program_ref GTP/Basic/CDepth_PS 57 { 58 param_named_auto farplane far_clip_distance 59 } 60 } 61 } 62 } 63 1 64 material phong3 2 65 { … … 5 68 pass mainpass 6 69 { 7 depth_write on8 70 cull_hardware none 9 10 vertex_program_ref GTP/Basic/ShadedTex_VS 11 { 12 param_named_auto WorldViewProj worldviewproj_matrix 13 param_named_auto World world_matrix 14 param_named_auto WorldInv inverse_world_matrix 15 } 16 fragment_program_ref GTP/Basic/Shaded/TexturedTwoLights_PS 17 { 18 param_named_auto lightPos1 light_position 0 19 param_named_auto lightDir1 light_direction 0 20 param_named_auto lightColor1 light_diffuse_colour 0 21 param_named_auto lightPower1 light_power 0 22 23 param_named_auto lightPos2 light_position 1 24 param_named_auto lightDir2 light_direction 1 25 param_named_auto lightColor2 light_diffuse_colour 1 26 param_named_auto lightPower2 light_power 1 27 } 28 71 IllumTechniques 72 { 73 RenderTechnique Triggers 74 { 75 ILLUM_TRIGGER_SM_POINT FPSArmShadowMapGen_POINT 76 ILLUM_TRIGGER_CAMERADEPTH FPSArmCameraDepth 77 } 78 } 79 vertex_program_ref FPSArmSkinning_VP 80 { 81 param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4 82 param_named_auto viewProjectionMatrix viewproj_matrix 83 param_named_auto lightPos light_position 0 84 param_named_auto cameraPos camera_position 85 } 86 fragment_program_ref FPSArm_PS 87 { 88 param_named_auto lightRange light_attenuation 0 89 param_named_auto lightPower light_power 0 90 param_named_auto lightColor light_diffuse_colour 0 91 param_named specularity float 100 92 param_named albedo float 0.1 93 param_named specularColor float4 0 0 0 0 94 } 29 95 texture_unit basetexture 30 96 { 31 texture colortex.png 32 } 33 } 34 } 35 } 97 texture FPSArmColor2.png 98 } 99 texture_unit bumptexture 100 { 101 texture FPSArmNormal.png 102 } 103 } 104 } 105 } 106 36 107 37 108 vertex_program GTP/MoriaDemo/Sword_VS hlsl
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