//--------------------------------------------------- // This file includes a number of basic GPU programs // for use in many materials. //--------------------------------------------------- // A really basic ambient pass program, support for one texture coodinate set vertex_program Ogre/BasicVertexPrograms/AmbientOneTexture cg { source Example_Basic.cg entry_point ambientOneTexture_vp profiles vs_1_1 arbvp1 } // Same as below, but for use when rendering texture shadows vertex_program Ogre/HardwareSkinningOneWeightShadowCaster cg { source Example_Basic.cg entry_point hardwareSkinningOneWeightCaster_vp profiles vs_1_1 arbvp1 includes_skeletal_animation true } // Basic hardware skinning using one indexed weight per vertex vertex_program Ogre/HardwareSkinningOneWeight cg { source Example_Basic.cg entry_point hardwareSkinningOneWeight_vp profiles vs_1_1 arbvp1 includes_skeletal_animation true } // Basic hardware skinning using four indexed weights per vertex vertex_program Ogre/HardwareSkinningFourWeights cg { source Example_Basic.cg entry_point hardwareSkinningFourWeights_vp profiles vs_1_1 arbvp1 includes_skeletal_animation true } // Basic hardware morph animation vertex_program Ogre/HardwareMorphAnimation cg { source Example_Basic.cg entry_point hardwareMorphAnimation profiles vs_1_1 arbvp1 includes_morph_animation true default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto anim_t animation_parametric } } // Basic hardware pose animation supporting 2 active poses vertex_program Ogre/HardwarePoseAnimation cg { source Example_Basic.cg entry_point hardwarePoseAnimation profiles vs_1_1 arbvp1 includes_pose_animation 2 default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto anim_t animation_parametric } }