vertex_program TrollSkinningOneWeight cg { source SkinningVS.cg entry_point trollSkinning_One_Weight_vp profiles vs_2_0 includes_skeletal_animation true } vertex_program TrollSkinningSMGen cg { source SkinningVS.cg entry_point trollSkinning_SMGen_One_Weight_vp profiles vs_2_0 includes_skeletal_animation true } fragment_program TrollPS hlsl { source trollps.hlsl entry_point Troll_PS target ps_3_0 } material trollShadowMapGen_POINT { technique { pass { vertex_program_ref TrollSkinningSMGen { 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 trollCameraDepth { technique { pass { vertex_program_ref TrollSkinningSMGen { 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 trollBase { technique maintechnique { pass mainpass { IllumTechniques { RenderTechnique Triggers { ILLUM_TRIGGER_SM_POINT trollShadowMapGen_POINT ILLUM_TRIGGER_CAMERADEPTH trollCameraDepth } } vertex_program_ref TrollSkinningOneWeight { 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 TrollPS { 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 200 param_named albedo float 0.1 param_named specularColor float4 0.0016 0.0015 0.001 0 } texture_unit basetexture { } texture_unit bumptexture { } } } } material phong2 : trollBase { technique maintechnique { pass mainpass { texture_unit basetexture { texture eyeball.jpg } } } } material phong4 : trollBase { technique maintechnique { pass mainpass { texture_unit basetexture { texture trollbody.png } texture_unit bumptexture { texture trollbodybump.png } } } } material phong1 : trollBase { technique maintechnique { pass mainpass { texture_unit basetexture { texture trollhead.png } texture_unit bumptexture { texture trollheadbump.png } } } } vertex_program GTP/Troll/Mace_VS hlsl { source sword.hlsl entry_point Sword_VS target vs_2_0 } fragment_program GTP/Troll/Mace_PS hlsl { source sword.hlsl entry_point Sword_Handle_PS target ps_3_0 } material TrollMace { technique { pass { vertex_program_ref GTP/Troll/Mace_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/Troll/Mace_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 trollmace.jpg } } } }