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source: data/branches/Shader_HS18/materials/Cube_Lava_Normal.material @ 12115

Last change on this file since 12115 was 12115, checked in by wiesep, 5 years ago

Changed folder structure, deletet some unused files and cleaned up code

File size: 2.9 KB
Line 
1// Any number of lights, diffuse
2material Cube_Lava_Normal
3{
4    technique
5    {
6        // Base ambient pass
7        pass ambient
8        {
9          // base colours, not needed for rendering, but as information
10          // to lighting pass categorisation routine
11          diffuse 0 0 0
12
13        }
14        // Now do the lighting pass
15        // NB we don't do decal texture here because this is repeated per light
16        pass perlight
17        {
18
19            // do this for each light
20            iteration once_per_light
21            scene_blend add
22
23            // base colours, not needed for rendering, but as information
24            // to lighting pass categorisation routine
25            ambient 0 0 0
26
27            // Vertex program reference
28            vertex_program_ref BumpMapping/BumpMapVP
29            {
30                param_named_auto lightPosition light_position_object_space 0
31                param_named_auto worldViewProj worldviewproj_matrix
32            }
33
34            // Fragment program
35            fragment_program_ref BumpMapping/BumpMapFP
36            {
37                param_named_auto lightDiffuse light_diffuse_colour 0
38            }
39
40            // texture shadow receiver program
41            shadow_receiver_vertex_program_ref BumpMapping/BumpMapVPShadowRcv
42            {
43                param_named_auto lightPosition light_position_object_space 0
44                param_named_auto worldViewProj worldviewproj_matrix
45                param_named_auto worldMatrix world_matrix
46                param_named_auto texViewProj texture_viewproj_matrix
47            }
48            // Additive texture shadow receiver program
49            shadow_receiver_fragment_program_ref BumpMapping/BumpMapFPShadowRcv
50            {
51                param_named_auto lightDiffuse light_diffuse_colour 0
52            }
53
54            // Vertex program reference
55            vertex_program_ref BumpMapping/BumpMapVPSpecular
56            {
57                param_named_auto lightPosition light_position_object_space 0
58                param_named_auto eyePosition camera_position_object_space
59                param_named_auto worldViewProj worldviewproj_matrix
60            }
61
62            // Fragment program
63            fragment_program_ref BumpMapping/BumpMapFPSpecular
64            {
65                param_named_auto lightDiffuse light_diffuse_colour 0
66                param_named_auto lightSpecular light_specular_colour 0
67            }
68           
69
70            // Base bump map
71            texture_unit normalmap
72            {
73                texture Cube_Lava_NORM.jpg
74                colour_op replace
75            }
76        }
77
78        // Decal pass
79        pass decal
80        {
81            // base colours, not needed for rendering, but as information
82            // to lighting pass categorisation routine
83            lighting off
84           
85            scene_blend dest_colour zero
86            texture_unit decalmap
87            {
88                texture Cube_Lava_COLOR.jpg
89            }
90        }
91    }
92}
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