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Ignore:
Timestamp:
Nov 21, 2018, 12:04:03 PM (5 years ago)
Author:
wiesep
Message:

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

File:
1 edited

Legend:

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Added
Removed
  • data/branches/Shader_HS18/materials/Cube_Lava_Normal.material

    r12096 r12115  
    99          // base colours, not needed for rendering, but as information
    1010          // to lighting pass categorisation routine
    11           ambient 1 1 1
    1211          diffuse 0 0 0
    13           specular 0 0 0 0
    14           // Really basic vertex program
    15           // NB we don't use fixed function here because GL does not like
    16           // mixing fixed function and vertex programs, depth fighting can
    17           // be an issue
    18           vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureUnified
    19           {
    20             param_named_auto ambient ambient_light_colour
    21           }
    22           fragment_program_ref Ogre/BasicFragmentPrograms/PassthroughFP
    23           {
    24           }
    2512
    2613        }
     
    3926
    4027            // Vertex program reference
    41             vertex_program_ref Examples/BumpMapVP
     28            vertex_program_ref BumpMapping/BumpMapVP
    4229            {
    4330                param_named_auto lightPosition light_position_object_space 0
     
    4633
    4734            // Fragment program
    48             fragment_program_ref Examples/BumpMapFP
     35            fragment_program_ref BumpMapping/BumpMapFP
    4936            {
    5037                param_named_auto lightDiffuse light_diffuse_colour 0
     
    5239
    5340            // texture shadow receiver program
    54             shadow_receiver_vertex_program_ref Examples/BumpMapVPShadowRcv
     41            shadow_receiver_vertex_program_ref BumpMapping/BumpMapVPShadowRcv
    5542            {
    5643                param_named_auto lightPosition light_position_object_space 0
     
    6047            }
    6148            // Additive texture shadow receiver program
    62             shadow_receiver_fragment_program_ref Examples/BumpMapFPShadowRcv
     49            shadow_receiver_fragment_program_ref BumpMapping/BumpMapFPShadowRcv
    6350            {
    6451                param_named_auto lightDiffuse light_diffuse_colour 0
    6552            }
     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           
    6669
    6770            // Base bump map
     
    7982            // to lighting pass categorisation routine
    8083            lighting off
    81             // Really basic vertex program
    82             // NB we don't use fixed function here because GL does not like
    83             // mixing fixed function and vertex programs, depth fighting can
    84             // be an issue
    8584           
    8685            scene_blend dest_colour zero
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