| | 80 | } |
| | 81 | // Now do the lighting pass |
| | 82 | // NB we don't do decal texture here because this is repeated per light |
| | 83 | pass perlight |
| | 84 | { |
| | 85 | |
| | 86 | // do this for each light |
| | 87 | iteration once_per_light |
| | 88 | scene_blend add |
| | 89 | depth_write on |
| | 90 | depth_bias 1 |
| | 91 | |
| | 92 | // base colours, not needed for rendering, but as information |
| | 93 | // to lighting pass categorisation routine |
| | 94 | ambient 0 0 0 |
| | 95 | |
| | 96 | // Vertex program reference |
| | 97 | vertex_program_ref BumpMapping/BumpMapVP |
| | 98 | { |
| | 99 | param_named_auto lightPosition light_position_object_space 0 |
| | 100 | param_named_auto worldViewProj worldviewproj_matrix |
| | 101 | } |
| | 102 | |
| | 103 | // Fragment program |
| | 104 | fragment_program_ref BumpMapping/BumpMapFP |
| | 105 | { |
| | 106 | param_named_auto lightDiffuse light_diffuse_colour 0 |
| | 107 | } |
| | 108 | |
| | 109 | // texture shadow receiver program |
| | 110 | shadow_receiver_vertex_program_ref BumpMapping/BumpMapVPShadowRcv |
| | 111 | { |
| | 112 | param_named_auto lightPosition light_position_object_space 0 |
| | 113 | param_named_auto worldViewProj worldviewproj_matrix |
| | 114 | param_named_auto worldMatrix world_matrix |
| | 115 | param_named_auto texViewProj texture_viewproj_matrix |
| | 116 | } |
| | 117 | // Additive texture shadow receiver program |
| | 118 | shadow_receiver_fragment_program_ref BumpMapping/BumpMapFPShadowRcv |
| | 119 | { |
| | 120 | param_named_auto lightDiffuse light_diffuse_colour 0 |
| | 121 | } |
| | 122 | |
| | 123 | // Vertex program reference |
| | 124 | vertex_program_ref BumpMapping/BumpMapVPSpecular |
| | 125 | { |
| | 126 | param_named_auto lightPosition light_position_object_space 0 |
| | 127 | param_named_auto eyePosition camera_position_object_space |
| | 128 | param_named_auto worldViewProj worldviewproj_matrix |
| | 129 | } |
| | 130 | |
| | 131 | // Fragment program |
| | 132 | fragment_program_ref BumpMapping/BumpMapFPSpecular |
| | 133 | { |
| | 134 | param_named_auto lightDiffuse light_diffuse_colour 0 |
| | 135 | param_named_auto lightSpecular light_specular_colour 0 |
| | 136 | } |
| | 137 | |
| | 138 | |
| | 139 | // Base bump map |
| | 140 | texture_unit normalmap |
| | 141 | { |
| | 142 | texture Cube_Lava_NORM.jpg |
| | 143 | colour_op replace |
| | 144 | } |
| | 145 | } |
| | 146 | |
| | 147 | // Decal pass |
| | 148 | pass decal |
| | 149 | { |
| | 150 | // base colours, not needed for rendering, but as information |
| | 151 | // to lighting pass categorisation routine |
| | 152 | lighting off |
| | 153 | depth_write on |
| | 154 | depth_bias 2 |
| | 155 | |
| | 156 | scene_blend dest_colour zero |
| | 157 | texture_unit decalmap |
| | 158 | { |
| | 159 | texture Cube_Lava_COLOR.jpg |
| | 160 | } |
| | 161 | } |
| | 162 | } |
| | 163 | } |
| | 164 | }}} |
| | 165 | [[CollapsibleEnd]] |