Removed TextureAtlas based material after speeding up the one based on multiple texture units.

This commit is contained in:
David Williams
2008-04-15 18:03:23 +00:00
parent 7cd44c1335
commit fd804f51b4
19 changed files with 2 additions and 1154 deletions

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struct v2f
{
float4 Position : POSITION; //in projection space
float4 Color : COLOR;
float4 TexCoordsXY : TEXCOORD0;
float4 TexCoordsYZ : TEXCOORD1;
float4 TexCoordsXZ : TEXCOORD2;
float4 Normal : TEXCOORD3;
float Alpha : TEXCOORD4;
};
float4 main(v2f IN, uniform sampler2D colourMap : TEXUNIT0) : COLOR
{
float3 colourMapValueXY = tex2D(colourMap, IN.TexCoordsXY.xy).rgb * abs(IN.Normal.z);
float3 colourMapValueYZ = tex2D(colourMap, IN.TexCoordsYZ.xy).rgb * abs(IN.Normal.x);
float3 colourMapValueXZ = tex2D(colourMap, IN.TexCoordsXZ.xy).rgb * abs(IN.Normal.y);
float3 colourMapValue = colourMapValueXY + colourMapValueYZ + colourMapValueXZ;
//colourMapValue /= 3.0;
return float4(colourMapValue*IN.Color.rgb,pow(IN.Alpha,0.75));
}

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//NOTE - The code in this file might seem slightly strange. Intuitivy it would
//seem better to get Ogre to pass in an array of lights, rather than passing
//them individually and then building arrays. However, I have had problms with
//this approach (possibly a bug?)
//See http://www.ogre3d.org/phpBB2/viewtopic.php?t=32391
struct a2v
{
float4 Position : POSITION; //in object space
float3 Normal : NORMAL;
float Alpha : TEXCOORD0;
};
struct v2f
{
float4 Position : POSITION; //in projection space
float4 Color : COLOR;
float4 TexCoordsXY : TEXCOORD0;
float4 TexCoordsYZ : TEXCOORD1;
float4 TexCoordsXZ : TEXCOORD2;
float4 Normal : TEXCOORD3;
float Alpha : TEXCOORD4;
};
struct light
{
float4 position;
float4 diffuseColour;
float4 attenuation;
};
v2f doWork(a2v IN, float4x4 world, float4x4 viewProj, float textureScale, float4 ambient, int iNoOfLights, light lights[4])
{
v2f OUT;
OUT.Position = mul(world, IN.Position);
float3 uVec;
float3 vVec;
IN.Normal = normalize(IN.Normal);
/*float absX = abs(IN.Normal.x);
float absY = abs(IN.Normal.y);
float absZ = abs(IN.Normal.z);
if((absZ <= absX) && (absZ <= absY))
{
//OUT.TexCoords.xy = OUT.Position.xy /textureScale;
uVec = float3(-IN.Normal.y, IN.Normal.x,0);
}
else if((absY <= absX) && (absY <= absZ))
{
//OUT.TexCoords.xy = OUT.Position.xz /textureScale;
uVec = float3(-IN.Normal.z, 0, IN.Normal.x);
}
else if((absX <= absZ) && (absX <= absY))
{
// OUT.TexCoords.xy = OUT.Position.yz /textureScale;
uVec = float3(0, -IN.Normal.z, IN.Normal.y);
}
vVec = cross(IN.Normal, uVec);
OUT.TexCoords.x = dot(OUT.Position.xyz, uVec);
OUT.TexCoords.y = dot(OUT.Position.xyz, vVec); */
//OUT.TexCoords.xy = OUT.Position.xy * IN.Normal.z * IN.Normal.z + OUT.Position.xz * IN.Normal.y * IN.Normal.y + OUT.Position.yz * IN.Normal.x * IN.Normal.x;
//OUT.TexCoords.xy /= textureScale;
OUT.TexCoordsXY.xy = OUT.Position.xy;
OUT.TexCoordsYZ.xy = OUT.Position.yz;
OUT.TexCoordsXZ.xy = OUT.Position.xz;
OUT.TexCoordsXY.xy /= textureScale;
OUT.TexCoordsYZ.xy /= textureScale;
OUT.TexCoordsXZ.xy /= textureScale;
OUT.Normal = float4(IN.Normal,0.0);
//OUT.TexCoords.xy = OUT.Position.yz /textureScale;
OUT.TexCoordsXY.w = 1;
OUT.TexCoordsYZ.w = 1;
OUT.TexCoordsXZ.w = 1;
OUT.Color.rgba = float4(0.0,0.0,0.0,1.0);
for(int lightCt = 0; lightCt < iNoOfLights; lightCt++)
{
float3 L = normalize(lights[lightCt].position.xyz - OUT.Position.xyz);
//Calculate attenuation factor.
float d = distance(lights[lightCt].position.xyz, OUT.Position.xyz);
float attenuationFactor = 1.0 / (lights[lightCt].attenuation.y + lights[lightCt].attenuation.z * d + lights[lightCt].attenuation.w * d * d);
// Calculate diffuse component
float LdotN = max(dot(L, IN.Normal) , 0);
OUT.Color.rgb += lights[lightCt].diffuseColour.rgb * LdotN * attenuationFactor;
}
OUT.Color.rgb += ambient.rgb;
OUT.Position = mul(viewProj, OUT.Position);
OUT.Alpha = IN.Alpha;
return OUT;
}
v2f OneLight(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0)
{
light lights[4];
lights[0] = light0;
return doWork(IN, world, viewProj, textureScale, ambient, 1, lights);
}
v2f TwoLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0, uniform light light1)
{
light lights[4];
lights[0] = light0;
lights[1] = light1;
return doWork(IN, world, viewProj, textureScale, ambient, 2, lights);
}
v2f ThreeLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2)
{
light lights[4];
lights[0] = light0;
lights[1] = light1;
lights[2] = light2;
return doWork(IN, world, viewProj, textureScale, ambient, 3, lights);
}
v2f FourLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2, uniform light light3)
{
light lights[4];
lights[0] = light0;
lights[1] = light1;
lights[2] = light2;
lights[3] = light3;
return doWork(IN, world, viewProj, textureScale, ambient, 4, lights);
}

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struct a2v
{
float4 Position : POSITION; //in object space
float3 Normal : NORMAL;
};
struct v2f
{
float4 Position : POSITION; //in projection space
float4 Color : COLOR;
float4 TexCoords : TEXCOORD0;
};
float4 main(v2f IN, uniform sampler3D colourMap : TEXUNIT0) : COLOR
{
float3 colourMapValue = tex3D(colourMap, IN.TexCoords.xyz).rgb;
return float4(colourMapValue*IN.Color.rgb, 1.0);
}
/*float4 main(v2f IN, uniform sampler3D detailTexture : TEXUNIT0) : COLOR
{
float3 detailColor = tex3D(detailTexture, IN.TexCoords.xyz).rgb;
return float4(detailColor * IN.Color.rgb, 1.0);
} */

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//NOTE - The code in this file might seem slightly strange. Intuitivy it would
//seem better to get Ogre to pass in an array of lights, rather than passing
//them individually and then building arrays. However, I have had problms with
//this approach (possibly a bug?)
//See http://www.ogre3d.org/phpBB2/viewtopic.php?t=32391
struct a2v
{
float4 Position : POSITION; //in object space
float3 Normal : NORMAL;
};
struct v2f
{
float4 Position : POSITION; //in projection space
float4 Color : COLOR;
float4 TexCoords : TEXCOORD0;
};
struct light
{
float4 position;
float4 diffuseColour;
float4 attenuation;
};
v2f doWork(a2v IN, float4x4 world, float4x4 viewProj, float textureScale, uniform float4 ambient, int iNoOfLights, light lights[4])
{
v2f OUT;
OUT.Position = mul(world, IN.Position);
OUT.TexCoords.xyz = OUT.Position.xyz /textureScale;
OUT.TexCoords.w = 1;
OUT.Color.rgba = float4(0.0,0.0,0.0,1.0);
for(int lightCt = 0; lightCt < iNoOfLights; lightCt++)
{
float3 L = normalize(lights[lightCt].position.xyz - OUT.Position.xyz);
//Calculate attenuation factor.
float d = distance(lights[lightCt].position.xyz, OUT.Position.xyz);
float attenuationFactor = 1.0 / (lights[lightCt].attenuation.y + lights[lightCt].attenuation.z * d + lights[lightCt].attenuation.w * d * d);
// Calculate diffuse component
float LdotN = max(dot(L, IN.Normal) , 0);
OUT.Color.rgb += lights[lightCt].diffuseColour.rgb * LdotN * attenuationFactor;
}
OUT.Color.rgb += ambient.rgb;
OUT.Position = mul(viewProj, OUT.Position);
return OUT;
}
v2f OneLight(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0)
{
light lights[4];
lights[0] = light0;
return doWork(IN, world, viewProj, textureScale, ambient, 1, lights);
}
v2f TwoLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0, uniform light light1)
{
light lights[4];
lights[0] = light0;
lights[1] = light1;
return doWork(IN, world, viewProj, textureScale, ambient, 2, lights);
}
v2f ThreeLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2)
{
light lights[4];
lights[0] = light0;
lights[1] = light1;
lights[2] = light2;
return doWork(IN, world, viewProj, textureScale, ambient, 3, lights);
}
v2f FourLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2, uniform light light3)
{
light lights[4];
lights[0] = light0;
lights[1] = light1;
lights[2] = light2;
lights[3] = light3;
return doWork(IN, world, viewProj, textureScale, ambient, 4, lights);
}

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struct a2v
{
float4 Position : POSITION; //in object space
float3 Normal : NORMAL;
};
struct v2f
{
float4 Position : POSITION; //in projection space
float4 TexCoords : TEXCOORD0;
float3 LightDirection : TEXCOORD1;
float3 Normal : TEXCOORD2;
};
float4 main(v2f IN, uniform sampler3D colourMap : TEXUNIT0, uniform sampler3D normalMap : TEXUNIT1) : COLOR
{
float3 normalMapValue = tex3D(normalMap, IN.TexCoords.xyz).rgb;
normalMapValue = (normalMapValue - 0.5) * 2;
float3 finalNormal = normalize(IN.Normal + normalMapValue);
float3 colourMapValue = tex3D(colourMap, IN.TexCoords.xyz).rgb;
// calculate light vector
//float3 Normal = normalize(IN.Color.xyz);
/* float3 Normal = (IN.Color.xyz * 2) - float3(1.0,1.0,1.0);
Normal = normalize(Normal+ normalAdjustment);
float3 lightDirection = normalize(float3(1,1,1)); */
// Calculate diffuse component
float diffuse = max(dot(finalNormal, IN.LightDirection) , 0);
diffuse += 0.3;
//OUT.Color = ambient + float4(diffuse,diffuse,diffuse,1.0);
//return float4(detailColor * IN.Color.rgb, 1.0);
return float4(colourMapValue*diffuse, 1.0);
}
/*float4 main(v2f IN, uniform sampler3D detailTexture : TEXUNIT0) : COLOR
{
float3 detailColor = tex3D(detailTexture, IN.TexCoords.xyz).rgb;
return float4(detailColor * IN.Color.rgb, 1.0);
} */

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struct a2v
{
float4 Position : POSITION; //in object space
float3 Normal : NORMAL;
};
struct v2f
{
float4 Position : POSITION; //in projection space
float4 TexCoords : TEXCOORD0;
float3 LightDirection : TEXCOORD1;
float3 Normal : TEXCOORD2;
};
v2f main(a2v IN,uniform float4x4 world, uniform float4x4 viewProj/*,uniform float4 ambient*/)
{
v2f OUT;
OUT.Position = mul(world, IN.Position);
OUT.TexCoords.xyz = OUT.Position.xyz /8;
OUT.TexCoords.w = 1;
OUT.Position = mul(viewProj, OUT.Position);
// calculate light vector
/*float3 N = normalize(IN.Normal);
float3 lightPosition = float3(0,0,0);
float3 L = normalize(lightPosition - IN.Position.xyz); */
// Calculate diffuse component
//float diffuse = max(dot(N, L) , 0);
//OUT.Color = ambient + float4(diffuse,diffuse,diffuse,1.0);
//OUT.Color = float4((IN.Normal + float3(1.0,1.0,1.0)) / 2.0, 0.0);
OUT.LightDirection = normalize(float3(1.0,1.0,1.0));
OUT.Normal = IN.Normal;
return OUT;
}
/*v2f main(a2v IN,uniform float4x4 worldViewProj,uniform float4 ambient)
{
v2f OUT;
OUT.Position = mul(worldViewProj, IN.Position);
OUT.TexCoords.xyz = IN.Position.xyz / 4;
OUT.TexCoords.w = 1;
//OUT.Color = float4(1.0,0.0,0.0,1.0);
// calculate light vector
float3 N = normalize(IN.Normal);
float3 lightPosition = float3(0,0,0);
float3 L = normalize(lightPosition - IN.Position.xyz);
// Calculate diffuse component
float diffuse = max(dot(N, L) , 0);
OUT.Color = ambient + float4(diffuse,diffuse,diffuse,1.0);
return OUT;
}*/

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struct v2f
{
float4 Position : POSITION; //in projection space
float4 Normal : TEXCOORD0;
};
float4 main(v2f IN) : COLOR
{
return abs(IN.Normal);
}

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struct a2v
{
float4 Position : POSITION; //in object space
float3 Normal : NORMAL;
float2 Alpha : TEXCOORD0;
};
struct v2f
{
float4 Position : POSITION; //in projection space
float4 Normal : TEXCOORD0;
};
v2f main(a2v IN, uniform float4x4 world, uniform float4x4 viewProj)
{
v2f OUT;
OUT.Position = mul(world, IN.Position);
IN.Normal = normalize(IN.Normal);
OUT.Normal = float4(IN.Normal,0.0);
OUT.Position = mul(viewProj, OUT.Position);
return OUT;
}

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struct v2f
{
float4 Position : POSITION; //in projection space
float4 Color : COLOR;
float4 TexCoords : TEXCOORD0;
float4 Normal : TEXCOORD1;
float Alpha : TEXCOORD2;
};
float4 main(v2f IN, uniform sampler2D colourMap : TEXUNIT0) : COLOR
{
float textureScalingFactor = 20.0f;
float textureSize = 512.0f;
float noOfTexturesPerDimension = 4.0;
//Scale the texture.
IN.TexCoords /= textureScalingFactor;
//Make sure texture coordinates are in the range 0.0 - 1.0 (or 0.9999? Is this necessary?)
IN.TexCoords.x = frac(IN.TexCoords.x);
IN.TexCoords.y = frac(IN.TexCoords.y);
IN.TexCoords.z = frac(IN.TexCoords.z);
//Avoid sampling the texels at the edge of each texture. To do this, compress the range of texture coordinates.
//To work with mipmaping we can't use a constant addition of 0.5 - it needs to be dependant of mipmap level?
IN.TexCoords *= (textureSize - 1.0);
IN.TexCoords += 0.5f;
IN.TexCoords /= textureSize;
//Now scale the texture coordinates to the right range for the texture atlas.
IN.TexCoords /= noOfTexturesPerDimension;
//Next we compute the offset of the texture in the texture atlas
float material = floor(IN.Alpha);
float y = floor(material / noOfTexturesPerDimension);
float x = fmod(material,noOfTexturesPerDimension);
float2 offset = float2(x,y);
offset /= noOfTexturesPerDimension;
float3 colourMapValueXY = tex2D(colourMap, IN.TexCoords.xy + offset).rgb * abs(IN.Normal.z);
float3 colourMapValueYZ = tex2D(colourMap, IN.TexCoords.yz + offset).rgb * abs(IN.Normal.x);
float3 colourMapValueXZ = tex2D(colourMap, IN.TexCoords.xz + offset).rgb * abs(IN.Normal.y);
float3 colourMapValue = colourMapValueXY + colourMapValueYZ + colourMapValueXZ;
return float4(colourMapValue*IN.Color.rgb,1.0);
}
//Curently unused. This function mimics linear texture interpolation by taking several samples when in nearest neighbour sampling mode.
float4 performInterpolatedTextureLookup(sampler2D texture, float2 pos)
{
float xPos = pos.x * 2048.0;
float xFrac = frac(xPos);
float xMin = xPos - xFrac;
float xMax = xPos + 1.0;
xMin /= 2048.0;
xMax /= 2048.0;
float yPos = pos.y* 2048.0;
float yFrac = frac(yPos);
float yMin = yPos - yFrac;
float yMax = yPos + 1.0;
yMin /= 2048.0;
yMax /= 2048.0;
float4 resultMinXMinY = tex2D(texture, float2(xMin, yMin));
float4 resultMaxXMinY = tex2D(texture, float2(xMax, yMin));
float4 resultMinXMaxY = tex2D(texture, float2(xMin, yMax));
float4 resultMaxXMaxY = tex2D(texture, float2(xMax, yMax));
float4 resultMinY = (resultMinXMinY * (1-xFrac) + resultMaxXMinY * xFrac);
float4 resultMaxY = (resultMinXMaxY * (1-xFrac) + resultMaxXMaxY * xFrac);
float4 result = (resultMinY * (1-yFrac) + resultMaxY * yFrac);
return result;
}

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struct v2f
{
float4 Position : POSITION; //in projection space
float4 Color : COLOR;
float4 TexCoords : TEXCOORD0;
float4 Normal : TEXCOORD1;
float2 Alpha : TEXCOORD2;
};
float4 main(v2f IN, uniform sampler2D colourMap : TEXUNIT0) : COLOR
{
//return float4(IN.Alpha.y, 1.0f-IN.Alpha.y, 0.0f,1.0f);
float textureScalingFactor = 20.0f;
float textureSize = 512.0f;
float noOfTexturesPerDimension = 4.0;
//Scale the texture.
IN.TexCoords /= textureScalingFactor;
//Make sure texture coordinates are in the range 0.0 - 1.0 (or 0.9999? Is this necessary?)
IN.TexCoords.x = frac(IN.TexCoords.x);
IN.TexCoords.y = frac(IN.TexCoords.y);
IN.TexCoords.z = frac(IN.TexCoords.z);
//Now scale the texture coordinates to the right range for the texture atlas.
IN.TexCoords /= noOfTexturesPerDimension;
//Next we compute the offset of the texture in the texture atlas
float material = floor(IN.Alpha.x);
float y = floor(material / noOfTexturesPerDimension);
float x = fmod(material,noOfTexturesPerDimension);
float2 offset = float2(x,y);
offset /= noOfTexturesPerDimension;
//Retrieve the 3 samples
float3 colourMapValueXY = tex2D(colourMap, IN.TexCoords.xy + offset).rgb * abs(IN.Normal.z);
float3 colourMapValueYZ = tex2D(colourMap, IN.TexCoords.yz + offset).rgb * abs(IN.Normal.x);
float3 colourMapValueXZ = tex2D(colourMap, IN.TexCoords.xz + offset).rgb * abs(IN.Normal.y);
//Blend according to triplanar texturing
float3 colourMapValue = colourMapValueXY + colourMapValueYZ + colourMapValueXZ;
//Return the result
return float4(colourMapValue*IN.Color.rgb*IN.Alpha.y,IN.Alpha.y);
}

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struct a2v
{
float4 Position : POSITION; //in object space
float3 Normal : NORMAL;
float2 Alpha : TEXCOORD0;
};
struct v2f
{
float4 Position : POSITION; //in projection space
float4 Color : COLOR;
float4 TexCoords : TEXCOORD0;
float4 Normal : TEXCOORD1;
float2 Alpha : TEXCOORD2;
};
struct light
{
float4 position;
float4 diffuseColour;
float4 attenuation;
};
v2f doWork(a2v IN, float4x4 world, float4x4 viewProj, float4 ambient, int iNoOfLights, light lights[4])
{
v2f OUT;
OUT.Position = mul(world, IN.Position);
float3 uVec;
float3 vVec;
IN.Normal = normalize(IN.Normal);
/*float absX = abs(IN.Normal.x);
float absY = abs(IN.Normal.y);
float absZ = abs(IN.Normal.z);
if((absZ <= absX) && (absZ <= absY))
{
//OUT.TexCoords.xy = OUT.Position.xy /textureScale;
uVec = float3(-IN.Normal.y, IN.Normal.x,0);
}
else if((absY <= absX) && (absY <= absZ))
{
//OUT.TexCoords.xy = OUT.Position.xz /textureScale;
uVec = float3(-IN.Normal.z, 0, IN.Normal.x);
}
else if((absX <= absZ) && (absX <= absY))
{
// OUT.TexCoords.xy = OUT.Position.yz /textureScale;
uVec = float3(0, -IN.Normal.z, IN.Normal.y);
}
vVec = cross(IN.Normal, uVec);
OUT.TexCoords.x = dot(OUT.Position.xyz, uVec);
OUT.TexCoords.y = dot(OUT.Position.xyz, vVec); */
//OUT.TexCoords.xy = OUT.Position.xy * IN.Normal.z * IN.Normal.z + OUT.Position.xz * IN.Normal.y * IN.Normal.y + OUT.Position.yz * IN.Normal.x * IN.Normal.x;
//OUT.TexCoords.xy /= textureScale;
/*OUT.TexCoordsXY.xy = OUT.Position.xy;
OUT.TexCoordsYZ.xy = OUT.Position.yz;
OUT.TexCoordsXZ.xy = OUT.Position.xz;
OUT.TexCoordsXY.xy /= textureScale;
OUT.TexCoordsYZ.xy /= textureScale;
OUT.TexCoordsXZ.xy /= textureScale;*/
OUT.Normal = float4(IN.Normal,0.0);
OUT.TexCoords = OUT.Position;
//OUT.TexCoords.xy = OUT.Position.yz /textureScale;
/*OUT.TexCoordsXY.w = 1;
OUT.TexCoordsYZ.w = 1;
OUT.TexCoordsXZ.w = 1;*/
OUT.Color.rgba = float4(0.0,0.0,0.0,1.0);
for(int lightCt = 0; lightCt < iNoOfLights; lightCt++)
{
float3 L = normalize(lights[lightCt].position.xyz - OUT.Position.xyz);
//Calculate attenuation factor.
float d = distance(lights[lightCt].position.xyz, OUT.Position.xyz);
float attenuationFactor = 1.0 / (lights[lightCt].attenuation.y + lights[lightCt].attenuation.z * d + lights[lightCt].attenuation.w * d * d);
// Calculate diffuse component
float LdotN = max(dot(L, IN.Normal) , 0);
OUT.Color.rgb += lights[lightCt].diffuseColour.rgb * LdotN * attenuationFactor;
}
OUT.Color.rgb += ambient.rgb;
OUT.Position = mul(viewProj, OUT.Position);
OUT.Alpha = IN.Alpha;
//OUT.Material = IN.Material;
return OUT;
}
v2f OneLight(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float4 ambient, uniform light light0)
{
light lights[4];
lights[0] = light0;
return doWork(IN, world, viewProj, ambient, 1, lights);
}
v2f TwoLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float4 ambient, uniform light light0, uniform light light1)
{
light lights[4];
lights[0] = light0;
lights[1] = light1;
return doWork(IN, world, viewProj, ambient, 2, lights);
}
v2f ThreeLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2)
{
light lights[4];
lights[0] = light0;
lights[1] = light1;
lights[2] = light2;
return doWork(IN, world, viewProj, ambient, 3, lights);
}
v2f FourLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2, uniform light light3)
{
light lights[4];
lights[0] = light0;
lights[1] = light1;
lights[2] = light2;
lights[3] = light3;
return doWork(IN, world, viewProj, ambient, 4, lights);
}

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vertex_program ColourMap2DOneLightVertexProgram cg
{
source ColourMap2DVertexProgram.cg
entry_point OneLight
profiles vs_1_1 arbvp1
}
vertex_program ColourMap2DTwoLightsVertexProgram cg
{
source ColourMap2DVertexProgram.cg
entry_point TwoLights
profiles vs_1_1 arbvp1
}
vertex_program ColourMap2DThreeLightsVertexProgram cg
{
source ColourMap2DVertexProgram.cg
entry_point ThreeLights
profiles vs_1_1 arbvp1
}
vertex_program ColourMap2DFourLightsVertexProgram cg
{
source ColourMap2DVertexProgram.cg
entry_point FourLights
profiles vs_1_1 arbvp1
}
vertex_program ColourMap3DOneLightVertexProgram cg
{
source ColourMap3DVertexProgram.cg
entry_point OneLight
profiles vs_1_1 arbvp1
}
vertex_program ColourMap3DTwoLightsVertexProgram cg
{
source ColourMap3DVertexProgram.cg
entry_point TwoLights
profiles vs_1_1 arbvp1
}
vertex_program ColourMap3DThreeLightsVertexProgram cg
{
source ColourMap3DVertexProgram.cg
entry_point ThreeLights
profiles vs_1_1 arbvp1
}
vertex_program ColourMap3DFourLightsVertexProgram cg
{
source ColourMap3DVertexProgram.cg
entry_point FourLights
profiles vs_1_1 arbvp1
}
vertex_program ColourMapAndNormalMap3DVertexProgram cg
{
source ColourMapAndNormalMap3DVertexProgram.cg
entry_point main
profiles vs_1_1 arbvp1
}
fragment_program ColourMapAndNormalMap3DFragmentProgram cg
{
source ColourMapAndNormalMap3DFragmentProgram.cg
entry_point main
profiles ps_1_1 arbfp1
}
fragment_program ColourMap2DFragmentProgram cg
{
source ColourMap2DFragmentProgram.cg
entry_point main
profiles ps_1_1 arbfp1
}
vertex_program TextureAtlasOneLightVertexProgram cg
{
source TextureAtlasVertexProgram.cg
entry_point OneLight
profiles vs_1_1 arbvp1
}
fragment_program TextureAtlasFragmentProgram cg
{
source TextureAtlasFragmentProgram.cg
entry_point main
profiles ps_1_1 arbfp1
}
fragment_program TextureAtlasExperimentalFragmentProgram cg
{
source TextureAtlasExperimentalFragmentProgram.cg
entry_point main
profiles ps_1_1 arbfp1
}
vertex_program NormalVertexProgram cg
{
source NormalVertexProgram.cg
entry_point main
profiles vs_1_1 arbvp1
}
fragment_program NormalFragmentProgram cg
{
source NormalFragmentProgram.cg
entry_point main
profiles ps_1_1 arbfp1
}
vertex_program SingleOneLightVertexProgram cg vertex_program SingleOneLightVertexProgram cg
{ {
source SingleVertexProgram.cg source SingleVertexProgram.cg
entry_point OneLight entry_point OneLight
profiles vs_1_1 arbvp1 profiles vs_3_0 vs_2_x vs_2_0 vs_1_1 vp40 vp30 vp20 arbvp1
} }
fragment_program SingleFragmentProgram cg fragment_program SingleFragmentProgram cg
{ {
source SingleFragmentProgram.cg source SingleFragmentProgram.cg
entry_point main entry_point main
profiles ps_1_1 arbfp1 profiles ps_3_x ps_3_0 ps_2_x ps_2_0 ps_1_4 ps_1_3 ps_1_2 ps_1_1 fp40 fp30 fp20 arbfp1
} }

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@ -1,101 +0,0 @@
material ColourMap2DOneLight
{
technique
{
pass
{
vertex_program_ref ColourMap2DOneLightVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named textureScale float 16
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
}
fragment_program_ref ColourMap2DFragmentProgram
{
}
}
}
}
material ColourMap2DTwoLights
{
technique
{
pass
{
vertex_program_ref ColourMap2DTwoLightsVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named textureScale float 16
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
param_named_auto light1.position light_position 1
param_named_auto light1.diffuseColour light_diffuse_colour 1
param_named_auto light1.attenuation light_attenuation 1
}
}
}
}
material ColourMap2DThreeLights
{
technique
{
pass
{
vertex_program_ref ColourMap2DThreeLightsVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named textureScale float 16
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
param_named_auto light1.position light_position 1
param_named_auto light1.diffuseColour light_diffuse_colour 1
param_named_auto light1.attenuation light_attenuation 1
param_named_auto light2.position light_position 2
param_named_auto light2.diffuseColour light_diffuse_colour 2
param_named_auto light2.attenuation light_attenuation 2
}
}
}
}
material ColourMap2DFourLights
{
technique
{
pass
{
vertex_program_ref ColourMap2DFourLightsVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named textureScale float 16
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
param_named_auto light1.position light_position 1
param_named_auto light1.diffuseColour light_diffuse_colour 1
param_named_auto light1.attenuation light_attenuation 1
param_named_auto light2.position light_position 2
param_named_auto light2.diffuseColour light_diffuse_colour 2
param_named_auto light2.attenuation light_attenuation 2
param_named_auto light3.position light_position 3
param_named_auto light3.diffuseColour light_diffuse_colour 3
param_named_auto light3.attenuation light_attenuation 3
}
}
}
}

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@ -1,97 +0,0 @@
material ColourMap3DOneLight
{
technique
{
pass
{
vertex_program_ref ColourMap3DOneLightVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named textureScale float 16
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
}
}
}
}
material ColourMap3DTwoLights
{
technique
{
pass
{
vertex_program_ref ColourMap3DTwoLightsVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named textureScale float 16
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
param_named_auto light1.position light_position 1
param_named_auto light1.diffuseColour light_diffuse_colour 1
param_named_auto light1.attenuation light_attenuation 1
}
}
}
}
material ColourMap3DThreeLights
{
technique
{
pass
{
vertex_program_ref ColourMap3DThreeLightsVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named textureScale float 16
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
param_named_auto light1.position light_position 1
param_named_auto light1.diffuseColour light_diffuse_colour 1
param_named_auto light1.attenuation light_attenuation 1
param_named_auto light2.position light_position 2
param_named_auto light2.diffuseColour light_diffuse_colour 2
param_named_auto light2.attenuation light_attenuation 2
}
}
}
}
material ColourMap3DFourLights
{
technique
{
pass
{
vertex_program_ref ColourMap3DFourLightsVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named textureScale float 16
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
param_named_auto light1.position light_position 1
param_named_auto light1.diffuseColour light_diffuse_colour 1
param_named_auto light1.attenuation light_attenuation 1
param_named_auto light2.position light_position 2
param_named_auto light2.diffuseColour light_diffuse_colour 2
param_named_auto light2.attenuation light_attenuation 2
param_named_auto light3.position light_position 3
param_named_auto light3.diffuseColour light_diffuse_colour 3
param_named_auto light3.attenuation light_attenuation 3
}
}
}
}

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@ -1,19 +0,0 @@
material ColourMapAndNormalMap3D
{
technique
{
pass
{
vertex_program_ref ColourMapAndNormalMap3DVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
//param_named ambient float4 0.5 0.5 0.5 1
}
fragment_program_ref ColourMapAndNormalMap3DFragmentProgram
{
}
}
}
}

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@ -1,18 +0,0 @@
material NormalMaterial
{
technique
{
pass
{
vertex_program_ref NormalVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
}
fragment_program_ref NormalFragmentProgram
{
}
}
}
}

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@ -1,28 +0,0 @@
material TextureAtlasExperimentalMaterial
{
technique
{
pass
{
vertex_program_ref TextureAtlasOneLightVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
}
fragment_program_ref TextureAtlasExperimentalFragmentProgram
{
}
texture_unit
{
texture texture_atlas.png 2d 0
//filtering none
}
}
}
}

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@ -1,38 +0,0 @@
material TextureAtlasMultiMaterial
{
technique
{
pass
{
ambient 0.0 0.0 0.0
diffuse 0.0 0.0 0.0
depth_bias -5 -5
}
pass
{
vertex_program_ref TextureAtlasOneLightVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
}
fragment_program_ref TextureAtlasFragmentProgram
{
}
texture_unit
{
texture texture_atlas.png
filtering none
}
scene_blend add
}
}
}

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@ -1,28 +0,0 @@
material TextureAtlasSingleMaterial
{
technique
{
pass
{
vertex_program_ref TextureAtlasOneLightVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
}
fragment_program_ref TextureAtlasFragmentProgram
{
}
texture_unit
{
texture texture_atlas.png
filtering none
}
}
}
}