/////////////////////////////////////////////////////////////////////////////// // // ## ###### // ###### ### // ## ############### Shark 3D Engine (www.shark3d.com) // ########## # # # // ######## Copyright (c) 1996-2006 Spinor GmbH. // ######### # # # All rights reserved. // ## ########## // ## // /////////////////////////////////////////////////////////////////////////////// // Shader program configuration. // Different drivers access different parameters. ogl { glsl { vertshader { code_variant_array { req_ver "1x0" code_array "levelutil/shader/prog/ogl_glsl/" & "partic_ogl_glsl_vs1x0.s3d_shadercode_run" } tracking { // uniform mat4 matBone[4]; cnt 4 codevar "matBone[$]" chan "bone" trans "identity" } // attribute vec4 bone_wgh; bone_wgh "boneWgh" //bone_subscr "boneSubscr" predefine_array { name "S3D_USE_BONEWGH" } } fragshader { code_variant_array { req_ver "1x0" code_array "levelutil/shader/prog/ogl_glsl/" & "partic_ogl_glsl_fs1x0.s3d_shadercode_run" } } sampler_array "tex0" param_array { src_progvar "prog_anim" dest_codevar "anim" type "float4" } { src_progvar "prog_color_alpha" dest_codevar "colorAlpha" type "float4" } { src_progvar "prog_param" dest_codevar "param" type "float4" } { src_progvar "prog_move_lin" dest_codevar "moveLin" type "float4" } { src_progvar "prog_move_quadr" dest_codevar "moveQuadr" type "float4" } { src_progvar "prog_move_vari" dest_codevar "moveVari" type "float4" } { src_progvar "prog_move_jiggle" dest_codevar "moveJiggle" type "float4" } { src_progvar "prog_shrink" dest_codevar "shrink" type "float4" } { src_progvar "prog_other" dest_codevar "other" type "float4" } } } // D3D9 Highlevel Shaderlanguage d3d9 { hlsl_vertshader { code_variant_array { profile "2x0" entry_point "main" code "levelutil/shader/prog/d3d9_hlsl/" & "partic_d3d9_hlsl_vs2x0.s3d_shadercode_run" //debug_code_file "src/res/levelutil/shader/prog/d3d9_hlsl/" // & "partic_d3d9_hlsl_vs2x0.s3d_shadercode" } tracking { codevar "projMat" slot 0 chan "proj" trans "identity" } { codevar "matBone" slot 0 chan "bone" trans "identity" } light_array { cnt 5 pos_codevar "lightArray[$].pos" dir_codevar "" ambient_codevar "lightArray[$].ambient" diffuse_codevar "lightArray[$].diffuse" specular_codevar "lightArray[$].specular" atten_codevar "lightArray[$].atten" } light_activecnt_codevar "activeLights" mtl { power_codevar "mtrlPower" emissive_codevar "mtrlEmissive" } param_array { src_progvar "prog_anim" dest_codevar "anim" type "float4" } { src_progvar "prog_color_alpha" dest_codevar "colorAlpha" type "float4" } { src_progvar "prog_param" dest_codevar "param" type "float4" } { src_progvar "prog_move_lin" dest_codevar "moveLin" type "float4" } { src_progvar "prog_move_quadr" dest_codevar "moveQuadr" type "float4" } { src_progvar "prog_move_vari" dest_codevar "moveVari" type "float4" } { src_progvar "prog_move_jiggle" dest_codevar "moveJiggle" type "float4" } { src_progvar "prog_shrink" dest_codevar "shrink" type "float4" } { src_progvar "prog_other" dest_codevar "other" type "float4" } predefine_array { name "S3D_USE_BONESUBSCR" } { name "S3D_MATBONE_CNT" val "32" } { name "S3D_LIGHT_CNT" val "5" } } hlsl_pixshader { code_variant_array { profile "2x0" entry_point "main" code "levelutil/shader/prog/d3d9_hlsl/" & "partic_d3d9_hlsl_ps2x0.s3d_shadercode_run" } fog_codevar "paramFog" } } // D3D9 Highlevel Shaderlanguage xe { hlsl_vertshader { code_variant_array { profile "2x0" entry_point "main" code "levelutil/shader/prog/d3d9_hlsl/" & "partic_d3d9_hlsl_vs2x0.s3d_shadercode_run" //debug_code_file "src/res/levelutil/shader/prog/d3d9_hlsl/" // & "partic_d3d9_hlsl_vs2x0.s3d_shadercode" } { profile "1x1" entry_point "main" code "levelutil/shader/prog/d3d9_hlsl/" & "partic_d3d9_hlsl_vs1x1.s3d_shadercode_run" //debug_code_file "src/res/levelutil/shader/prog/d3d9_hlsl/" // & "partic_d3d9_hlsl_vs1x1.s3d_shadercode" } tracking { codevar "projMat" slot 0 chan "proj" trans "identity" } { codevar "matBone" slot 0 chan "bone" trans "identity" } light_array { cnt 5 pos_codevar "lightArray[$].pos" dir_codevar "" ambient_codevar "lightArray[$].ambient" diffuse_codevar "lightArray[$].diffuse" specular_codevar "lightArray[$].specular" atten_codevar "lightArray[$].atten" } light_activecnt_codevar "activeLights" mtl { power_codevar "mtrlPower" emissive_codevar "mtrlEmissive" } param_array { src_progvar "prog_anim" dest_codevar "anim" type "float4" } { src_progvar "prog_color_alpha" dest_codevar "colorAlpha" type "float4" } { src_progvar "prog_param" dest_codevar "param" type "float4" } { src_progvar "prog_move_lin" dest_codevar "moveLin" type "float4" } { src_progvar "prog_move_quadr" dest_codevar "moveQuadr" type "float4" } { src_progvar "prog_move_vari" dest_codevar "moveVari" type "float4" } { src_progvar "prog_move_jiggle" dest_codevar "moveJiggle" type "float4" } { src_progvar "prog_shrink" dest_codevar "shrink" type "float4" } { src_progvar "prog_other" dest_codevar "other" type "float4" } predefine_array { name "S3D_USE_BONESUBSCR" } { name "S3D_MATBONE_CNT" val "32" } { name "S3D_LIGHT_CNT" val "5" } } hlsl_pixshader { code_variant_array { profile "2x0" entry_point "main" code "levelutil/shader/prog/d3d9_hlsl/" & "partic_d3d9_hlsl_ps2x0.s3d_shadercode_run" } fog_codevar "paramFog" } }