- Timestamp:
- 07/03/07 15:49:27 (17 years ago)
- Location:
- GTP/trunk/App/Demos/Illum/Shark3D/version164x12u/CleanTheLab
- Files:
-
- 12 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Illum/Shark3D/version164x12u/CleanTheLab/bin/res/levelutil/shader/ordinary.s3d_shader_run
r2503 r2508 2973 2973 destprop_antialias 0 2974 2974 mesh_var "mesh" 2975 update_interval 62975 update_interval 1 2976 2976 update_all_face 0 2977 2977 start_frame 1 -
GTP/trunk/App/Demos/Illum/Shark3D/version164x12u/CleanTheLab/bin/res/levelutil/shader/prog/d3d9_hlsl/gtp_caustic_cubemap_point_d3d9_hlsl_ps3x0.s3d_shadercode_run
r2453 r2508 37 37 38 38 float d = 1.0 - saturate(length(input.center - screen) / input.radius); 39 d= d*d; 40 d*=0.00085; 39 41 //d= d*d; 40 d*=0.0035;41 42 output.color = float4(d, d, d, 1); 42 43 //output.color = float4(screen.x, 0, 0, 1); -
GTP/trunk/App/Demos/Illum/Shark3D/version164x12u/CleanTheLab/bin/res/levelutil/shader/prog/d3d9_hlsl/gtp_caustic_cubemap_point_d3d9_hlsl_vs3x0.s3d_shadercode_run
r2453 r2508 32 32 VS_OUTPUT main(VS_INPUT input) 33 33 { 34 float pointSize = 20;34 float pointSize = 40; 35 35 float resolution = 128; 36 36 -
GTP/trunk/App/Demos/Illum/Shark3D/version164x12u/CleanTheLab/bin/res/levelutil/shader/prog/d3d9_hlsl/gtp_caustic_recieve_d3d9_hlsl_ps2x0.s3d_shadercode_run
r2453 r2508 30 30 { 31 31 //return 0.1; 32 return texCUBE(cauSamp, input.dir); 32 float worldSize = 1.5; 33 return texCUBE(cauSamp, input.dir) * (1.0 - saturate((length(input.dir) - worldSize) / worldSize)); 33 34 } 34 35 -
GTP/trunk/App/Demos/Illum/Shark3D/version164x12u/CleanTheLab/src/res/levelutil/shader/ordinary.s3d_shader
r2503 r2508 2973 2973 destprop_antialias 0 2974 2974 mesh_var "mesh" 2975 update_interval 62975 update_interval 1 2976 2976 update_all_face 0 2977 2977 start_frame 1 -
GTP/trunk/App/Demos/Illum/Shark3D/version164x12u/CleanTheLab/src/res/levelutil/shader/prog/d3d9_hlsl/gtp_caustic_cubemap_point_d3d9_hlsl_ps3x0.s3d_shadercode
r2453 r2508 37 37 38 38 float d = 1.0 - saturate(length(input.center - screen) / input.radius); 39 d= d*d; 40 d*=0.00085; 39 41 //d= d*d; 40 d*=0.0035;41 42 output.color = float4(d, d, d, 1); 42 43 //output.color = float4(screen.x, 0, 0, 1); -
GTP/trunk/App/Demos/Illum/Shark3D/version164x12u/CleanTheLab/src/res/levelutil/shader/prog/d3d9_hlsl/gtp_caustic_cubemap_point_d3d9_hlsl_vs3x0.s3d_shadercode
r2453 r2508 32 32 VS_OUTPUT main(VS_INPUT input) 33 33 { 34 float pointSize = 20;34 float pointSize = 40; 35 35 float resolution = 128; 36 36 -
GTP/trunk/App/Demos/Illum/Shark3D/version164x12u/CleanTheLab/src/res/levelutil/shader/prog/d3d9_hlsl/gtp_caustic_recieve_d3d9_hlsl_ps2x0.s3d_shadercode
r2453 r2508 30 30 { 31 31 //return 0.1; 32 return texCUBE(cauSamp, input.dir); 32 float worldSize = 1.5; 33 return texCUBE(cauSamp, input.dir) * (1.0 - saturate((length(input.dir) - worldSize) / worldSize)); 33 34 } 34 35 -
GTP/trunk/App/Demos/Illum/Shark3D/version164x12u/CleanTheLab/src/res/levelutil/shader/prog/ogl_glsl/.sconsign
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