From 7cd44c1335747c5f535de7fae096ad3233f99b95 Mon Sep 17 00:00:00 2001 From: David Williams Date: Sun, 13 Apr 2008 10:45:00 +0000 Subject: [PATCH] Small fixes. --- .../materials/Base.material | 196 ------------------ 1 file changed, 196 deletions(-) diff --git a/media/ogre-bullet-sample-media/materials/Base.material b/media/ogre-bullet-sample-media/materials/Base.material index a39f3e63..4228b65f 100644 --- a/media/ogre-bullet-sample-media/materials/Base.material +++ b/media/ogre-bullet-sample-media/materials/Base.material @@ -58,199 +58,3 @@ material Bullet/Ball } } -// Any number of lights, diffuse and specular -material Examples/BumpMapping/MultiLightSpecularTemplate -{ - - // This is the preferred technique which uses both vertex and - // fragment programs, supports coloured lights - technique - { - // Base ambient pass - pass - { - // base colours, not needed for rendering, but as information - // to lighting pass categorisation routine - ambient 1 1 1 - diffuse 0 0 0 - specular 0 0 0 0 - // Really basic vertex program - // NB we don't use fixed function here because GL does not like - // mixing fixed function and vertex programs, depth fighting can - // be an issue - vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture - { - param_named_auto worldViewProj worldviewproj_matrix - param_named_auto ambient ambient_light_colour - } - - } - // Now do the lighting pass - // NB we don't do decal texture here because this is repeated per light - pass - { - // base colours, not needed for rendering, but as information - // to lighting pass categorisation routine - ambient 0 0 0 - // do this for each light - iteration once_per_light - - - scene_blend add - - // Vertex program reference - vertex_program_ref Examples/BumpMapVPSpecular - { - param_named_auto lightPosition light_position_object_space 0 - param_named_auto eyePosition camera_position_object_space - param_named_auto worldViewProj worldviewproj_matrix - } - - // Fragment program - fragment_program_ref Examples/BumpMapFPSpecular - { - param_named_auto lightDiffuse light_diffuse_colour 0 - param_named_auto lightSpecular light_specular_colour 0 - } - - // Base bump map - texture_unit normalMap - { - colour_op replace - } - // Normalisation cube map - texture_unit - { - cubic_texture nm.png combinedUVW - tex_coord_set 1 - tex_address_mode clamp - } - // Normalisation cube map #2 - texture_unit - { - cubic_texture nm.png combinedUVW - tex_coord_set 2 - tex_address_mode clamp - } - } - - // Decal pass - pass - { - lighting off - // Really basic vertex program - // NB we don't use fixed function here because GL does not like - // mixing fixed function and vertex programs, depth fighting can - // be an issue - vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture - { - param_named_auto worldViewProj worldviewproj_matrix - param_named ambient float4 1 1 1 1 - } - scene_blend dest_colour zero - texture_unit diffuseMap - { - } - - } - } - - // This is the fallback which cards which don't have fragment program - // support will use, NB does not support specular colour - // Note that it still requires vertex program support - technique - { - // Base ambient pass - pass - { - // base colours, not needed for rendering, but as information - // to lighting pass categorisation routine - ambient 1 1 1 - diffuse 0 0 0 - specular 0 0 0 0 - // Really basic vertex program - // NB we don't use fixed function here because GL does not like - // mixing fixed function and vertex programs, depth fighting can - // be an issue - vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture - { - param_named_auto worldViewProj worldviewproj_matrix - param_named_auto ambient ambient_light_colour - } - - } - // Now do the lighting pass - // NB we don't do decal texture here because this is repeated per light - pass - { - // base colours, not needed for rendering, but as information - // to lighting pass categorisation routine - ambient 0 0 0 - // do this for each light - iteration once_per_light - - - scene_blend add - - // Vertex program reference - vertex_program_ref Examples/BumpMapVP - { - param_named_auto lightPosition light_position_object_space 0 - param_named_auto worldViewProj worldviewproj_matrix - } - - // Base bump map - texture_unit normalMap - { - colour_op replace - } - // Normalisation cube map, with dot product on bump map - texture_unit - { - cubic_texture nm.png combinedUVW - tex_coord_set 1 - tex_address_mode clamp - colour_op_ex dotproduct src_texture src_current - colour_op_multipass_fallback dest_colour zero - } - } - - // Decal pass - pass - { - lighting off - // Really basic vertex program - // NB we don't use fixed function here because GL does not like - // mixing fixed function and vertex programs, depth fighting can - // be an issue - vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture - { - param_named_auto worldViewProj worldviewproj_matrix - param_named ambient float4 1 1 1 1 - } - scene_blend dest_colour zero - texture_unit diffuseMap - { - } - - } - - } -} - -material BulletPlane : Examples/BumpMapping/MultiLightSpecularTemplate -{ - //set_texture_alias normalMap tiled_floor_normalheightmap.png - //set_texture_alias diffuseMap tiled_floor_diffuse.png - - set_texture_alias diffuseMap MaPZone[Sewer_Plate_04_diffuse].dds - set_texture_alias normalMap MaPZone[Sewer_Plate_04_normal].dds -} - -material Bullet/box : Examples/BumpMapping/MultiLightSpecularTemplate -{ - set_texture_alias diffuseMap MaPZone[Metal_Grate_diffuse].dds - set_texture_alias normalMap MaPZone[Metal_Grate_normal].dds - //set_texture_alias normalMap crate_normalheightmap.png - //set_texture_alias diffuseMap crate_diffuse.png -}