vertex_program FPSArmSkinning_VP cg { source SkinningVS.cg entry_point FPSArmSkinning_VP profiles vs_2_0 includes_skeletal_animation true } vertex_program FPSArmSkinning_SMGen_VP cg { source SkinningVS.cg entry_point FPSArmSkinning_SMGen_VP profiles vs_2_0 includes_skeletal_animation true } fragment_program FPSArm_PS hlsl { source FPSArm_PS.hlsl entry_point FPSArm_PS target ps_3_0 } material FPSArmShadowMapGen_POINT { technique { pass { vertex_program_ref FPSArmSkinning_SMGen_VP { param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4 param_named_auto viewProjectionMatrix viewproj_matrix param_named_auto viewMatrix view_matrix } fragment_program_ref GTP/Basic/CDistNorm_PS { param_named_auto farPlane far_clip_distance } } } } material FPSArmCameraDepth { technique { pass { vertex_program_ref FPSArmSkinning_SMGen_VP { param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4 param_named_auto viewProjectionMatrix viewproj_matrix param_named_auto viewMatrix view_matrix } fragment_program_ref GTP/Basic/CDepth_PS { param_named_auto farplane far_clip_distance } } } } material phong3 { technique maintechnique { pass mainpass { cull_hardware none IllumTechniques { RenderTechnique Triggers { ILLUM_TRIGGER_SM_POINT FPSArmShadowMapGen_POINT ILLUM_TRIGGER_CAMERADEPTH FPSArmCameraDepth } } vertex_program_ref FPSArmSkinning_VP { param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4 param_named_auto viewProjectionMatrix viewproj_matrix param_named_auto lightPos1 light_position 0 param_named_auto lightPos2 light_position 1 param_named_auto cameraPos camera_position } fragment_program_ref FPSArm_PS { param_named_auto lightRange1 light_attenuation 0 param_named_auto lightPower1 light_power 0 param_named_auto lightColor1 light_diffuse_colour 0 param_named_auto lightRange2 light_attenuation 1 param_named_auto lightPower2 light_power 1 param_named_auto lightColor2 light_diffuse_colour 1 param_named specularity float 100 param_named albedo float 0.4 param_named specularColor float4 0 0 0 0 } texture_unit basetexture { texture FPSArmColor2.png } texture_unit bumptexture { texture FPSArmNormal.png } } } } vertex_program GTP/MoriaDemo/Sword_VS hlsl { source sword.hlsl entry_point Sword_VS target vs_2_0 } fragment_program GTP/MoriaDemo/Sword_Metal_PS hlsl { source sword.hlsl entry_point Sword_Metal_PS target ps_3_0 } fragment_program GTP/MoriaDemo/Sword_Handle_PS hlsl { source sword.hlsl entry_point Sword_Handle_PS target ps_3_0 } material swordHandle { technique { pass { IllumTechniques { // RenderTechnique DepthShadowReceiver // { // max_light_count 1 // set_light_viewproj false // set_light_view true // set_light_farplane true // light_view_param_name LightView // light_farplane_param_name lightFarPlane // new_passes false // start_tex_id 1 // } } cull_hardware none vertex_program_ref GTP/MoriaDemo/Sword_VS { param_named_auto WorldViewProj worldviewproj_matrix param_named_auto World world_matrix param_named_auto WorldI inverse_world_matrix param_named_auto wCamPos camera_position } fragment_program_ref GTP/MoriaDemo/Sword_Handle_PS { param_named_auto wLightPos1 light_position 0 // param_named_auto wLightPos2 light_position 1 param_named_auto lightRange1 light_attenuation 0 // param_named_auto lightRange2 light_attenuation 1 param_named_auto lightPower1 light_power 0 // param_named_auto lightPower2 light_power 1 param_named_auto lightColor1 light_diffuse_colour 0 // param_named_auto lightColor2 light_diffuse_colour 1 param_named specularity float 100 param_named specularColor float4 0.05 0.05 0.05 0.05 } texture_unit { texture swordColor.dds } texture_unit { } texture_unit { } } } } material swordMetal { technique maintechnique { pass mainpass { IllumTechniques { RenderTechnique ColorCubeMap { update_interval 1 update_all_face true distance_calc false face_angle_calc false } } vertex_program_ref GTP/Basic/ShadedTex_VS { param_named_auto WorldViewProj worldviewproj_matrix param_named_auto World world_matrix param_named_auto WorldInv inverse_world_matrix } fragment_program_ref GTP/MoriaDemo/Sword_Metal_PS { param_named_auto wCamPos camera_position } //Cube map for reflections and refractions texture_unit { } texture_unit { texture swordColor.dds } } } }