material GameTools/CubeMap/Reduce { technique { pass { //depth_check off lighting off vertex_program_ref GameTools/CubeMap/VertexPrograms/ReduceVS { // param_named_auto worldViewProj worldviewproj_matrix // param_named_auto world world_matrix } fragment_program_ref GameTools/CubeMap/FragmentPrograms/ReducePS { //param_named_auto cameraPos camera_position param_named nFace int 0 param_named CUBEMAP_SIZE int 256 //param_named RATE int 2 } //Cube map for reflections and refractions texture_unit { filtering point point point cubic_texture cubemap.jpg combinedUVW tex_address_mode clamp // env_map cubic_reflection colour_op modulate } } } } material GameTools/Diffuse { technique { pass { IllumTechniques { RenderTechnique DistanceCubeMap { update_interval 1 distance_calc false } RenderTechnique ReducedColorCubeMap { update_interval 1 reduced_resolution 4 resolution 128 distance_calc false face_angle_calc false update_all_face true } } vertex_program_ref GameTools/DiffuseVS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto world world_matrix } fragment_program_ref GameTools/DiffusePS { param_named_auto cameraPos camera_position param_named REDUCED_CUBEMAP_SIZE int 8 param_named lastCenter float3 0 0 0 } //Cube map for reflections and refractions texture_unit { cubic_texture cubemap.jpg combinedUVW tex_address_mode clamp colour_op replace } //Cube map of distances texture_unit { cubic_texture cubemap.jpg combinedUVW tex_address_mode clamp colour_op replace } } } } vertex_program Diffuse2VS hlsl { source GameTools_Diffuse.hlsl entry_point DiffuseVS target vs_3_0 } fragment_program Diffuse2PS hlsl { source GameTools_Diffuse.hlsl entry_point DiffusePS target ps_3_0 } material GameTools/Diffuse/use { technique { pass { IllumTechniques { RenderTechnique DistanceCubeMap { update_interval 1 distance_calc false } RenderTechnique ReducedColorCubeMap { update_interval 1 reduced_resolution 4 resolution 128 distance_calc false face_angle_calc false update_all_face true } } vertex_program_ref Diffuse2VS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto world world_matrix } fragment_program_ref Diffuse2PS { param_named_auto cameraPos camera_position param_named REDUCED_CUBEMAP_SIZE int 4 param_named lastCenter float3 0 0 0 param_named_auto world_IT inverse_transpose_world_matrix } //Cube map for reflections and refractions texture_unit { cubic_texture cubemap.jpg combinedUVW tex_address_mode clamp colour_op replace } //Cube map of distances texture_unit { cubic_texture cubemap.jpg combinedUVW tex_address_mode clamp colour_op replace } } } }