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