material scientist_base { technique main { pass indirect { IllumTechniques { RenderTechnique DistanceCubeMap { update_interval 0 update_all_face true distance_calc false face_angle_calc false resolution 128 } RenderTechnique ReducedColorCubeMap { update_interval 1 reduced_resolution 4 resolution 128 distance_calc false face_angle_calc false update_all_face true } } vertex_program_ref GTP/Basic/Shaded_VS { param_named_auto WorldViewProj worldviewproj_matrix param_named_auto WorldInv inverse_world_matrix param_named_auto World world_matrix } fragment_program_ref GTP/Diffuse/Disc2Point_PS { param_named_auto cameraPos camera_position param_named lastCenter float3 0 0 0 } //Cube map for reflections and refractions texture_unit { } //Cube map of distances texture_unit { } } pass indirect_color { lighting off depth_bias 1 depth_write on scene_blend dest_colour zero texture_unit color { } } pass direct { depth_bias 2 ambient 0 0 0 1 diffuse 0.3 0.3 0.3 1 specular 0 0 0 0 scene_blend add depth_write on texture_unit color { } } } } material scientist_body : scientist_base { technique main { pass indirect_color { texture_unit color { texture scientist_body.bmp } } pass direct { texture_unit color { texture scientist_body.bmp } } } } material scientist_glass { technique main { pass { IllumTechniques { RenderTechnique DistanceCubeMap { update_interval 0 update_all_face true distance_calc false face_angle_calc false resolution 128 } RenderTechnique ReducedColorCubeMap { update_interval 1 reduced_resolution 4 resolution 128 distance_calc false face_angle_calc false update_all_face true } } vertex_program_ref GTP/Basic/Shaded_VS { param_named_auto WorldViewProj worldviewproj_matrix param_named_auto WorldInv inverse_world_matrix param_named_auto World world_matrix } fragment_program_ref GTP/Glossy/Disc2Point_PS { param_named_auto cameraPos camera_position param_named lastCenter float3 0 0 0 } //Cube map for reflections and refractions texture_unit { } //Cube map of distances texture_unit { } } } } material scientist_head : scientist_base { technique main { pass indirect_color { texture_unit color { texture scientist_head.bmp } } pass direct { texture_unit color { texture scientist_head.bmp } } } } material scientist_base1 { technique main { pass direct { ambient 0 0 0 1 diffuse 0.3 0.3 0.3 1 specular 0 0 0 0 texture_unit color { } } } } material scientist_body1 : scientist_base { technique main { pass direct { texture_unit color { texture scientist_body.bmp } } } } material scientist_glass1 : scientist_base { technique main { pass direct { texture_unit color { texture scientist_chrome.bmp } } } } material scientist_head1 : scientist_base { technique main { pass direct { texture_unit color { texture scientist_head.bmp } } } }