201 lines
4.2 KiB
Plaintext
201 lines
4.2 KiB
Plaintext
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vertex_program IceVP cg
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{
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source materials/programs/ice.cgfx
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profiles vs_1_1 arbvp1
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entry_point NoiseVS
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default_params
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{
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param_named_auto Lamp0Pos light_position 0
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param_named_auto Lamp1Pos light_position 1
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param_named_auto WorldITXf inverse_transpose_world_matrix
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param_named_auto WorldXf world_matrix
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param_named_auto ViewIXf inverse_view_matrix
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param_named_auto WvpXf worldviewproj_matrix
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param_named_auto WorldXf world_matrix
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param_named Transform3DNoiseCoordinates float 1
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param_named FadeDistance float 260
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param_named NormMapScale float 0.01
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}
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}
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fragment_program IceFP cg
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{
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source materials/programs/ice.cgfx
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entry_point icePSStuds
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profiles ps_2_x
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default_params
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{
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param_named_auto AmbiColor ambient_light_colour
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param_named_auto Lamp0Color light_diffuse_colour 0
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param_named_auto Lamp1Color light_diffuse_colour 1
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param_named Ks float 0.4
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param_named SpecExpon float 25
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param_named NoiseScale float 7
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param_named Kr float 0.55
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param_named FresnelVal float 0.5
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}
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}
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material Ice_Low
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{
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lod_distances 320.0
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technique lod1
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{
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pass
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{
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ambient vertexcolour
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diffuse vertexcolour
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specular 0.0 0.0 0.0 25
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// mimic current wood shader limitation
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max_lights 2
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texture_unit
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{
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texture_alias Studs
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tex_coord_set 0
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texture textures/surfacesAlpha.png
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colour_op alpha_blend
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//ignore alpha from SurfaceAlpha.png. Use fixed alpha. VERY IMPORTANT FOR OFF-SCREEN RENDERING!
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alpha_op_ex source1 src_manual src_manual 1 1 1
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filtering trilinear
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}
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}
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}
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}
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material Ice_Med
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{
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lod_distances 320.0
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technique LegacyFF_lod0
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{
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lod_index 0
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pass
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{
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ambient vertexcolour
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diffuse vertexcolour
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specular 0.0 0.0 0.0 25
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// mimic current wood shader limitation
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max_lights 2
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texture_unit
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{
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tex_coord_set 1
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texture textures/IceFallback.png
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filtering trilinear
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colour_op_ex add_signed src_texture src_current
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//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!
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alpha_op_ex source1 src_manual src_manual 1.0 1.0 1.0
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transform 0.06 0 0 0 0 0.06 0 0 0 0 0.06 0 0 0 0 1
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//transform 0.01699672 0.1353425 -0.03733006 0 -0.1155417 -0.07062286 -0.04077413 0 0 0 0 0 0 0 0 1
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}
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texture_unit
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{
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texture_alias Studs
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tex_coord_set 0
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texture textures/surfacesAlpha.png
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colour_op alpha_blend
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//ignore alpha from SurfaceAlpha.png. Use fixed alpha. VERY IMPORTANT FOR OFF-SCREEN RENDERING!
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alpha_op_ex source1 src_manual src_manual 1 1 1
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filtering trilinear
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}
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}
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}
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technique lod1
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{
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lod_index 1
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pass
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{
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ambient vertexcolour
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diffuse vertexcolour
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specular 0.0 0.0 0.0 25
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// mimic current wood shader limitation
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max_lights 2
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texture_unit
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{
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tex_coord_set 1
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texture textures/IceFallback.png
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filtering trilinear
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colour_op_ex add_signed src_texture src_current
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//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!
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alpha_op_ex source1 src_manual src_manual 1.0 1.0 1.0
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transform 0.06 0 0 0 0 0.06 0 0 0 0 0.06 0 0 0 0 1
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//transform 0.01699672 0.1353425 -0.03733006 0 -0.1155417 -0.07062286 -0.04077413 0 0 0 0 0 0 0 0 1
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}
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}
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}
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}
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material Ice_High : Ice_Low
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{
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lod_distances 320.0
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technique Procedural_lod0
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{
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scheme Default
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lod_index 0
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pass
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{
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max_lights 2
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vertex_program_ref IceVP
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{
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}
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fragment_program_ref IceFP
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{
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}
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texture_unit
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{
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texture_alias Studs
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tex_coord_set 0
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texture textures/SurfacesAlpha.png
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filtering trilinear
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}
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texture_unit
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{
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tex_coord_set 1
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texture textures/vol_ice_cracked2.dds 3d
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filtering trilinear
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}
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texture_unit
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{
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tex_coord_set 2
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texture textures/Sand_Normal.dds
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filtering trilinear
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}
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texture_unit
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{
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texture_alias SkyBox
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tex_coord_set 3
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texture textures/penv.dds cubic
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filtering trilinear
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}
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}
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}
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technique lod1
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{
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lod_index 1
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}
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}
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