material GTP/Caustic/PhotonMap_HitEnv { technique { pass { vertex_program_ref GTP/Basic/Shaded_VS { param_named_auto WorldViewProj worldviewproj_matrix param_named_auto World world_matrix param_named_auto WorldInv inverse_world_matrix } fragment_program_ref GTP/Caustic/PhotonMapHitEnv_PS { param_named_auto cameraPos camera_position param_named lastCenter float3 0 0 0 param_named refIndex float 0.85 } //cubemap of distances texture_unit { filtering none } } } } material GTP/Caustic/CauCube_PointSprite { technique { pass { cull_hardware none scene_blend src_alpha one depth_check off point_sprites on vertex_program_ref GTP/Caustic/CauCube_PointSprite_VS { param_named_auto WorldView worldview_matrix param_named_auto Proj projection_matrix param_named CauSpriteSize float 10 } fragment_program_ref GTP/Caustic/CauCube_PointSprite_PS { param_named CausticColor float4 1 1 1 0.8 } texture_unit { vertex_texture true } texture_unit { texture PowerOfPhotonHitTexel.dds } } } } material GTP/Caustic/CauCube_Triangles { technique { pass { cull_hardware none scene_blend src_alpha one depth_write off vertex_program_ref GTP/Caustic/CauCube_Triangles_VS { param_named_auto WorldView worldview_matrix param_named_auto Proj projection_matrix param_named PhotonMapResolution float 64 param_named WorldSize float 10 } fragment_program_ref GTP/Caustic/CauCube_Triangles_PS { param_named CausticColor float4 0.7 0.7 0.5 1 } texture_unit { vertex_texture true } } } } material GTP/Caustic/Glass { technique { pass { IllumTechniques { RenderTechnique ColorCubeMap { update_interval 0 update_all_face true } RenderTechnique DistanceCubeMap { update_interval 0 update_all_face true } RenderTechnique CausticCaster { attenuation 1000 update_interval 1 update_all_face true photonmap_resolution 64 caustic_cubemap_resolution 256 photon_map_material GTP/Caustic/PhotonMap_HitEnv //caustic_map_material GTP/Caustic/CauCube_PointSprite caustic_map_material GTP/Caustic/CauCube_Triangles use_triangles true blur_caustic_cubemap true } } vertex_program_ref GTP/Basic/Shaded_VS { param_named_auto WorldViewProj worldviewproj_matrix param_named_auto World world_matrix param_named_auto WorldInv inverse_world_matrix } fragment_program_ref GTP/EnvMap/Localized_Refraction_PS { param_named_auto cameraPos camera_position param_named lastCenter float3 0 0 0 param_named sFresnel float 0.1 <<<<<<< .mine param_named sRefraction float 0.85 ======= param_named sRefraction float 0.8 >>>>>>> .r2314 } //Cube map for reflections and refractions texture_unit { } //Cube map of distances texture_unit { filtering none } } } } material GTP/Caustic/Glass_PointSprite { technique { pass { IllumTechniques { RenderTechnique ColorCubeMap { update_interval 0 update_all_face true } RenderTechnique DistanceCubeMap { update_interval 0 update_all_face true } RenderTechnique CausticCaster { attenuation 1000 update_interval 1 update_all_face true photonmap_resolution 64 caustic_cubemap_resolution 256 photon_map_material GTP/Caustic/PhotonMap_HitEnv caustic_map_material GTP/Caustic/CauCube_PointSprite blur_caustic_cubemap false } } vertex_program_ref GTP/Basic/Shaded_VS { param_named_auto WorldViewProj worldviewproj_matrix param_named_auto World world_matrix param_named_auto WorldInv inverse_world_matrix } fragment_program_ref GTP/EnvMap/Localized_Refraction_PS { param_named_auto cameraPos camera_position param_named lastCenter float3 0 0 0 param_named sFresnel float 0.1 param_named sRefraction float 0.8 } //Cube map for reflections and refractions texture_unit { } //Cube map of distances texture_unit { filtering none } } } }