vertex_program PhongViewSpaceVS hlsl { source GameTools_Phong.hlsl entry_point PhongViewSpaceVS target vs_2_0 } fragment_program TexturedPhongPS hlsl { source GameTools_Phong.hlsl entry_point PhongTexturedPS target ps_3_0 } material Difflab/TexturedPhong { technique 0 { pass 0 { vertex_program_ref PhongViewSpaceVS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto worldView world_matrix param_named_auto worldViewIT inverse_transpose_world_matrix } fragment_program_ref TexturedPhongPS { param_named_auto cameraPos camera_position param_named_auto worldViewIT inverse_transpose_worldview_matrix param_named_auto lightcol1 light_diffuse_colour 0 param_named_auto lightcol2 light_diffuse_colour 1 param_named_auto lightcol3 light_diffuse_colour 2 param_named_auto lightcol4 light_diffuse_colour 3 param_named_auto lightcol5 light_diffuse_colour 4 param_named_auto lightcol6 light_diffuse_colour 5 param_named_auto lightcol7 light_diffuse_colour 6 param_named_auto lightcol8 light_diffuse_colour 7 param_named_auto lightpos1 light_position 0 param_named_auto lightpos2 light_position 1 param_named_auto lightpos3 light_position 2 param_named_auto lightpos4 light_position 3 param_named_auto lightpos5 light_position 4 param_named_auto lightpos6 light_position 5 param_named_auto lightpos7 light_position 6 param_named_auto lightpos8 light_position 7 param_named_auto lightdir1 light_direction 0 param_named_auto lightdir2 light_direction 1 param_named_auto lightdir3 light_direction 2 param_named_auto lightdir4 light_direction 3 param_named_auto lightdir5 light_direction 4 param_named_auto lightdir6 light_direction 5 param_named_auto lightdir7 light_direction 6 param_named_auto lightdir8 light_direction 7 param_named_auto lightscale1 light_power 0 param_named_auto lightscale2 light_power 1 param_named_auto lightscale3 light_power 2 param_named_auto lightscale4 light_power 3 param_named_auto lightscale5 light_power 4 param_named_auto lightscale6 light_power 5 param_named_auto lightscale7 light_power 6 param_named_auto lightscale8 light_power 7 param_named_auto ambientLight ambient_light_colour param_named shininess float 20 param_named ambient float4 0.2 0.2 0.2 1 param_named diffuse float4 0.5 0.5 0.5 1 param_named specular float4 1 1 1 1 } texture_unit 0 { } } } } material screen { technique { pass { cull_hardware none lighting off ambient 0 0 0 1 diffuse 0 0 0 1 specular 0 0 0 0 emissive 0 0 0 texture_unit { texture screen.jpg } } } } material screenborder { technique { pass { IllumTechniques { RenderTechnique DepthShadowReciever { max_light_count 3 vertex_program_name GameTools/ShadowMap/ShadowDistVS fragment_program_name GameTools/ShadowMap/ShadowDistPS set_light_view true set_light_farplane true } } ambient 0.37606 0.37606 0.37606 1 diffuse 0.37606 0.37606 0.37606 1 specular 0 0 0 0 emissive 0 0 0 } } } material whitebackground : Difflab/TexturedPhong { technique { pass { IllumTechniques { RenderTechnique DepthShadowReciever { max_light_count 3 vertex_program_name GameTools/ShadowMap/ShadowDistVS fragment_program_name GameTools/ShadowMap/ShadowDistPS set_light_view true set_light_farplane true } } fragment_program_ref { param_named shininess float 0 param_named ambient float4 1.0 1.0 1.0 1 param_named diffuse float4 1.0 1.0 1.0 1 param_named specular float4 0 0 0 0 } cull_hardware none } } } material laborceil { technique { pass { lighting off ambient 0 0 0 1 diffuse 0 0 0 1 specular 0 0 0 0 emissive 0 0 0 texture_unit { texture laborwall.jpg } } } } material laborwall : Difflab/TexturedPhong { technique 0 { pass 0 { IllumTechniques { RenderTechnique DepthShadowReciever { max_light_count 3 vertex_program_name GameTools/ShadowMap/ShadowDistVS fragment_program_name GameTools/ShadowMap/ShadowDistPS set_light_view true set_light_farplane true } } fragment_program_ref { param_named shininess float 0 param_named ambient float4 1.0 1.0 1.0 1 param_named diffuse float4 1.0 1.0 1.0 1 param_named specular float4 0 0 0 0 } texture_unit 0 { texture laborwall.jpg } } } } material lambert6 : Difflab/TexturedPhong { technique 0 { pass 0 { fragment_program_ref { param_named shininess float 0 param_named ambient float4 1 1 1 1 param_named diffuse float4 1 1 1 1 param_named specular float4 0 0 0 0 } texture_unit 0 { texture striped.jpg } } } } material doorlamp { technique { pass { lighting off ambient 0 0 0 1 diffuse 0 0 0 1 specular 0 0 0 0 emissive 0 0 0 texture_unit { texture lamp.jpg } } } } material equipt : Difflab/TexturedPhong { technique 0 { pass 0 { IllumTechniques { RenderTechnique DepthShadowReciever { max_light_count 3 vertex_program_name GameTools/ShadowMap/ShadowDistVS fragment_program_name GameTools/ShadowMap/ShadowDistPS set_light_view true set_light_farplane true } } fragment_program_ref { param_named shininess float 51.418 param_named ambient float4 0.1282 0.1282 0.1282 1 param_named diffuse float4 0.1282 0.1282 0.1282 1 param_named specular float4 1 1 1 1 } } } } material bluelamp { technique { pass { lighting off ambient 0.5 0.5 0.5 1 diffuse 0.5 0.5 0.5 1 specular 0.5 0.5 0.5 20 emissive 0 0 0 texture_unit { texture bluelamp.jpg } } } }