vertex_program LocalizedVS hlsl { source CarReflections.hlsl entry_point LocalizedVS target vs_2_0 } fragment_program MetallicReflector hlsl { source CarReflections.hlsl entry_point LocalizedMetalPS target ps_3_0 } material body1 { receive_shadows off technique { pass { IllumTechniques { RenderTechnique ColorCubeMap { update_interval 1 distance_calc false face_angle_calc false update_all_face false } RenderTechnique DistanceCubeMap { update_interval 1 distance_calc false face_angle_calc false update_all_face false } } vertex_program_ref LocalizedVS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto world world_matrix param_named_auto worldIT inverse_transpose_world_matrix } fragment_program_ref MetallicReflector { param_named_auto cameraPos camera_position param_named F0 float3 1.0 0.8 0.7 param_named phongColor float3 0.5 0.0 0.0 param_named_auto lightPosition light_position 0 param_named lastCenter float3 0 0 0 param_named reflectivity float 0.16 //param_named reflectivity float 1 } //Cube map for reflections and refractions texture_unit { cubic_texture cubemap.jpg combinedUVW tex_address_mode clamp colour_op replace } //Cube map of distances texture_unit { cubic_texture cubemap.jpg combinedUVW tex_address_mode clamp colour_op replace } } } } material windscreen1 { receive_shadows off technique { pass { IllumTechniques { RenderTechnique ColorCubeMap { update_interval 1 distance_calc false face_angle_calc false update_all_face false } RenderTechnique DistanceCubeMap { update_interval 1 distance_calc false face_angle_calc false update_all_face false } //RenderTechnique CausticCaster //{ // update_all_face false // photonmap_resolution 128 //} } vertex_program_ref LocalizedVS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto world world_matrix param_named_auto worldIT inverse_transpose_world_matrix } fragment_program_ref MetallicReflector { param_named_auto cameraPos camera_position param_named F0 float3 1.0 1.0 1.0 param_named phongColor float3 0.02 0.01 0.03 param_named_auto lightPosition light_position 0 param_named lastCenter float3 0 0 0 param_named reflectivity float 0.15 } //Cube map for reflections and refractions texture_unit { cubic_texture cubemap.jpg combinedUVW tex_address_mode clamp colour_op replace } //Cube map of distances texture_unit { cubic_texture cubemap.jpg combinedUVW tex_address_mode clamp colour_op replace } } } } vertex_program DiffuseVS hlsl { source DiffuseBump.hlsl entry_point DiffuseVS target vs_2_0 } fragment_program DiffusePS hlsl { source DiffuseBump.hlsl entry_point DiffusePS target ps_3_0 } material canvas1 { receive_shadows off technique { pass { IllumTechniques { RenderTechnique ReducedColorCubeMap { resolution 256 reduced_resolution 8 update_interval 1 texture_unit_id 0 distance_calc true 2.0 face_angle_calc true 2.0 update_all_face false } RenderTechnique DistanceCubeMap { update_interval 3 texture_unit_id 1 distance_calc false face_angle_calc false update_all_face false } } vertex_program_ref DiffuseVS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto world world_matrix param_named_auto world_IT inverse_transpose_world_matrix } fragment_program_ref DiffusePS { param_named_auto cameraPos camera_position param_named REDUCED_CUBEMAP_SIZE int 8 param_named lastCenter float3 0 0 0 param_named_auto world_IT inverse_transpose_world_matrix param_named_auto lightPosition light_position 0 } //Cube map for reflections and refractions texture_unit { cubic_texture tex_address_mode clamp colour_op replace } //Cube map of distances texture_unit { cubic_texture tex_address_mode clamp colour_op replace } texture_unit { texture canvas.tga } texture_unit { texture canvasnormal.dds } } } } material lambert3 { receive_shadows off technique { pass { //IllumTechniques //{ // RenderTechnique ColorCubeMap // { // update_interval 1 // distance_calc false // face_angle_calc false // update_all_face false // } // //} //Cube map for reflections and refractions //texture_unit //{ // colour_op modulate //} ambient 0 0 0 1 diffuse 0 0 0 1 specular 0 0 0 1 } } } material syigetelogumi { receive_shadows off technique { pass { ambient 0 0 0 1 diffuse 0 0 0 1 specular 0.5 0.5 0.5 20 emissive 0 0 0 } } } fragment_program CarMirrorPS hlsl { source CarReflections.hlsl entry_point MirrorPS target ps_3_0 } material mirror { receive_shadows off technique { pass { IllumTechniques { RenderTechnique ColorCubeMap { update_interval 1 distance_calc false face_angle_calc false update_all_face false } RenderTechnique DistanceCubeMap { update_interval 1 distance_calc false face_angle_calc false update_all_face false } } vertex_program_ref LocalizedVS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto world world_matrix param_named_auto worldIT inverse_transpose_world_matrix } fragment_program_ref CarMirrorPS { param_named_auto cameraPos camera_position param_named lastCenter float3 0 0 0 } //Cube map for reflections and refractions texture_unit { cubic_texture tex_address_mode clamp colour_op replace } //Cube map of distances texture_unit { cubic_texture tex_address_mode clamp colour_op replace } } } } fragment_program LampGlassPS hlsl { source CarReflections.hlsl entry_point LampGlassPS target ps_3_0 } material elsolampabura { //transparency_casts_shadows on technique { pass { IllumTechniques { RenderTechnique ColorCubeMap { update_interval 1 distance_calc false face_angle_calc false update_all_face false } RenderTechnique DistanceCubeMap { update_interval 1 distance_calc false face_angle_calc false update_all_face false } } vertex_program_ref LocalizedVS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto world world_matrix param_named_auto worldIT inverse_transpose_world_matrix } fragment_program_ref LampGlassPS { param_named_auto cameraPos camera_position param_named lastCenter float3 0 0 0 param_named glasColor float4 0.9 0.85 0.95 0.65 } //Cube map for reflections and refractions texture_unit { cubic_texture tex_address_mode clamp colour_op replace } Cube map of distances texture_unit { cubic_texture tex_address_mode clamp colour_op replace } scene_blend alpha_blend depth_write off ambient 1 1 1 0.5 diffuse 1 1 1 0.5 specular 0 0 0 0 emissive 0 0 0 } } } material elsolampabelul { receive_shadows off technique { pass { ambient 0.786016 0.968 0.878464 1 diffuse 0.786016 0.968 0.878464 1 specular 0 0 0 0 emissive 0 0 0 } } } material hatsolampa { receive_shadows off transparency_casts_shadows on technique { pass { IllumTechniques { RenderTechnique ColorCubeMap { update_interval 1 distance_calc false face_angle_calc false update_all_face false } RenderTechnique DistanceCubeMap { update_interval 1 distance_calc false face_angle_calc false update_all_face false } } vertex_program_ref LocalizedVS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto world world_matrix param_named_auto worldIT inverse_transpose_world_matrix } fragment_program_ref LampGlassPS { param_named_auto cameraPos camera_position param_named lastCenter float3 0 0 0 param_named glasColor float4 0.9 0.1 0.0 0.7 } //Cube map for reflections and refractions texture_unit { cubic_texture tex_address_mode clamp colour_op replace } //Cube map of distances texture_unit { cubic_texture tex_address_mode clamp colour_op replace } //scene_blend alpha_blend //depth_write off } } } material hatso_lampa_belso { receive_shadows off technique { pass { ambient 0.1 0.1 0.1 1 diffuse 1 1 1 1 specular 0 0 0 0 emissive 0.2 0.2 0.2 //texture_unit //{ // texture lampahatul.jpg //} } } } material index { receive_shadows off technique { pass { IllumTechniques { RenderTechnique ColorCubeMap { update_interval 1 distance_calc false face_angle_calc false update_all_face false } RenderTechnique DistanceCubeMap { update_interval 1 distance_calc false face_angle_calc false update_all_face false } } vertex_program_ref LocalizedVS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto world world_matrix param_named_auto worldIT inverse_transpose_world_matrix } fragment_program_ref MetallicReflector { param_named_auto cameraPos camera_position param_named F0 float3 2.0 1.0 0.2 param_named_auto lightPosition light_position 0 param_named lastCenter float3 0 0 0 param_named reflectivity float 0.6 } //Cube map for reflections and refractions texture_unit { cubic_texture cubemap.jpg combinedUVW tex_address_mode clamp colour_op replace } //Cube map of distances texture_unit { cubic_texture cubemap.jpg combinedUVW tex_address_mode clamp colour_op replace } } } }