vertex_program SlateVP cg { source materials/programs/slate.cgfx profiles vs_1_1 arbvp1 entry_point NoiseVS default_params { param_named_auto Lamp0Pos light_position 0 param_named_auto Lamp1Pos light_position 1 param_named_auto WorldITXf inverse_transpose_world_matrix param_named_auto WorldXf world_matrix param_named_auto ViewIXf inverse_view_matrix param_named_auto WvpXf worldviewproj_matrix param_named_auto WorldXf world_matrix param_named Transform3DNoiseCoordinates float 1 param_named FadeDistance float 290 param_named NormMapScale float 0.1 } } fragment_program SlateFP cg { source materials/programs/slate.cgfx entry_point slatePSStuds profiles ps_2_x default_params { param_named_auto AmbiColor ambient_light_colour param_named_auto Lamp0Color light_diffuse_colour 0 param_named_auto Lamp1Color light_diffuse_colour 1 param_named Ks float 0.1 param_named SpecExpon float 40 param_named NoiseScale float 7 } } material Slate_Low { technique lod1 { pass { ambient vertexcolour diffuse vertexcolour specular 0.1 0.1 0.1 40 // mimic current wood shader limitation max_lights 2 texture_unit { texture_alias Studs tex_coord_set 0 texture textures/surfacesAlpha.png colour_op alpha_blend //ignore alpha from SurfaceAlpha.png. Use fixed alpha. VERY IMPORTANT FOR OFF-SCREEN RENDERING! alpha_op_ex source1 src_manual src_manual 1 1 1 filtering trilinear } } } } material Slate_Med : Slate_Low { lod_distances 320.0 technique LegacyFF_lod0 { lod_index 0 pass { ambient vertexcolour diffuse vertexcolour specular 0.1 0.1 0.1 40 // mimic current wood shader limitation max_lights 2 texture_unit { tex_coord_set 1 texture textures/SlateTileMono.png filtering trilinear colour_op_ex add_signed src_texture src_current //ignore alpha from SurfaceAlpha.png. Use alpha from vertices (in this case, it is not set, so use manual 1.0). VERY IMPORTANT FOR OFF-SCREEN RENDERING! alpha_op_ex source1 src_manual src_manual 1.0 1.0 1.0 transform 0.28 0 0 0 0 0.28 0 0 0 0 0.28 0 0 0 0 1 } texture_unit { texture_alias Studs tex_coord_set 0 texture textures/surfacesAlpha.png colour_op alpha_blend //ignore alpha from SurfaceAlpha.png. Use fixed alpha. VERY IMPORTANT FOR OFF-SCREEN RENDERING! alpha_op_ex source1 src_manual src_manual 1 1 1 filtering trilinear } } } technique lod1 { lod_index 1 pass { ambient vertexcolour diffuse vertexcolour specular 0.1 0.1 0.1 40 // mimic current wood shader limitation max_lights 2 texture_unit { tex_coord_set 1 texture textures/SlateTileMono.png filtering trilinear colour_op_ex add_signed src_texture src_current //ignore alpha from SurfaceAlpha.png. Use alpha from vertices (in this case, it is not set, so use manual 1.0). VERY IMPORTANT FOR OFF-SCREEN RENDERING! alpha_op_ex source1 src_manual src_manual 1.0 1.0 1.0 transform 0.28 0 0 0 0 0.28 0 0 0 0 0.28 0 0 0 0 1 } } } } material Slate_High : Slate_Low { lod_distances 320.0 technique Procedural_lod0 { scheme Default lod_index 0 pass { max_lights 2 vertex_program_ref SlateVP { } fragment_program_ref SlateFP { } texture_unit { texture_alias Studs tex_coord_set 0 texture textures/SurfacesAlpha.png filtering trilinear } texture_unit { tex_coord_set 1 texture textures/vol_ice_cracked2.dds 3d filtering trilinear } texture_unit { tex_coord_set 2 texture textures/SlateTile.dds filtering trilinear } } } technique lod1 { lod_index 1 } }