//**************************************************************************************// // // // BASIC STUFF // // // //**************************************************************************************// vertex_program Tiny cg { source basic.cg entry_point Tiny_vp profiles vs_1_1 arbvp1 } vertex_program OneTexture cg { source basic.cg default_params { param_named_auto worldViewProj worldviewproj_matrix } entry_point OneTexture_vp profiles vs_1_1 arbvp1 } vertex_program Ambient cg { source basic.cg default_params { param_named_auto worldViewProj worldviewproj_matrix param_named ambient float4 0.0 0.0 0.0 1.0 } entry_point Ambient_vp profiles vs_1_1 arbvp1 } vertex_program Ogre/BasicVertexPrograms/AmbientOneTexture cg { source basic.cg entry_point AmbientOneTexture_vp profiles vs_1_1 arbvp1 } vertex_program PerVertex_Vert cg { source basic.cg default_params { param_named_auto lightPosition light_position_object_space 0 param_named_auto lightDiffuse light_diffuse_colour 0 param_named_auto lightSpecular light_specular_colour 0 param_named_auto worldviewproj worldviewproj_matrix param_named_auto eyePosition camera_position_object_space param_named exponent float 127 } entry_point PerVertex_Vert profiles vs_1_1 arbvp1 } //**************************************************************************************// // // // PERPIXEL LIGHTING // // A + D + S // // (NO TEXTURING ADDED) // //**************************************************************************************// vertex_program Simple_Perpixel_Vert cg { source perpixel.cg default_params { param_named_auto lightPosition0 light_position_object_space 0 // param_named_auto lightPosition1 light_position_object_space 1 // param_named_auto lightPosition2 light_position_object_space 2 param_named_auto worldviewproj worldviewproj_matrix } entry_point Simple_Perpixel_Vert profiles vs_1_1 arbvp1 } fragment_program Simple_PerPixel_Frag cg { source perpixel.cg default_params { param_named_auto eyePosition camera_position_object_space param_named_auto lightDiffuse0 light_diffuse_colour 0 // param_named_auto lightDiffuse1 light_diffuse_colour 1 // param_named_auto lightDiffuse2 light_diffuse_colour 2 param_named_auto lightSpecular0 light_specular_colour 0 // param_named_auto lightSpecular1 light_specular_colour 1 // param_named_auto lightSpecular2 light_specular_colour 2 param_named exponent0 float 127 // param_named exponent1 float 127 // param_named exponent2 float 127 //If changed, needs adjusting in Fragshader's every lit!!!!! param_named ambient float4 0.0 0.0 0.0 1.0 } entry_point Simple_PerPixel_Frag profiles ps_2_0 arbfp1 } vertex_program PerPixel_Vert cg { source perpixel.cg default_params { param_named_auto lightPosition light_position_object_space 0 param_named_auto eyePosition camera_position_object_space param_named_auto worldviewproj worldviewproj_matrix } entry_point PerPixel_Vert profiles vs_1_1 arbvp1 } fragment_program PerPixel_Frag cg { source perpixel.cg default_params { param_named_auto lightDiffuse light_diffuse_colour 0 param_named_auto lightSpecular light_specular_colour 0 param_named exponent float 127 } entry_point PerPixel_Frag profiles ps_2_0 arbfp1 } vertex_program PerPixel_Lim3_Vert cg { source perpixel.cg default_params { param_named_auto lightPosition0 light_position_object_space 0 param_named_auto lightPosition1 light_position_object_space 1 param_named_auto lightPosition2 light_position_object_space 2 param_named_auto eyePosition camera_position_object_space param_named_auto worldviewproj worldviewproj_matrix } entry_point PerPixel_Lim3_Vert profiles vs_1_1 arbvp1 } fragment_program PerPixel_Lim3_Frag cg { source perpixel.cg default_params { param_named_auto lightDiffuse0 light_diffuse_colour 0 param_named_auto lightDiffuse1 light_diffuse_colour 1 param_named_auto lightDiffuse2 light_diffuse_colour 2 param_named_auto lightSpecular0 light_specular_colour 0 param_named_auto lightSpecular1 light_specular_colour 1 param_named_auto lightSpecular2 light_specular_colour 2 param_named exponent0 float 127 // param_named exponent1 float 127 // param_named exponent2 float 127 //If changed, needs adjusting in Fragshader's every lit!!!!! param_named ambient float4 0.0 0.0 0.0 1.0 } entry_point PerPixel_Lim3_Frag profiles ps_2_0 arbfp1 } //**************************************************************************************// // // // BUMP - NORMAL - OFFSET/PARALLAX - RELIEF // // MAPPING COMES NOW // // (WITH TEXTURING) // //**************************************************************************************// vertex_program Offset_Vert cg { source offset.cg default_params { param_named_auto lightPosition light_position_object_space 0 param_named_auto eyePosition camera_position_object_space param_named_auto worldviewproj worldviewproj_matrix } entry_point Offset_Vert profiles vs_1_1 arbvp1 } fragment_program Offset_Frag cg { source offset.cg default_params { param_named_auto lightDiffuse light_diffuse_colour 0 param_named_auto lightSpecular light_specular_colour 0 param_named exponent float 127 param_named scaleBias float4 0.04 -0.02 1 0 //why use a float4 is I only use x and y of it? } entry_point Offset_Frag profiles ps_2_0 arbfp1 } vertex_program Offset_Lim3_Vert cg { source offset.cg compile_arguments -D_OFFSET_LIM=1 default_params { param_named_auto lightPosition0 light_position_object_space 0 param_named_auto lightPosition1 light_position_object_space 1 param_named_auto lightPosition2 light_position_object_space 2 param_named_auto eyePosition camera_position_object_space param_named_auto worldviewproj worldviewproj_matrix } entry_point Offset_Lim3_Vert profiles vs_1_1 arbvp1 } fragment_program Offset_Lim3_Frag cg { source offset.cg compile_arguments -D_OFFSET_LIM=1 default_params { param_named_auto lightDiffuse0 light_diffuse_colour 0 param_named_auto lightDiffuse1 light_diffuse_colour 1 param_named_auto lightDiffuse2 light_diffuse_colour 2 param_named_auto lightSpecular0 light_specular_colour 0 param_named_auto lightSpecular1 light_specular_colour 1 param_named_auto lightSpecular2 light_specular_colour 2 param_named exponent0 float 127 // param_named exponent1 float 127 // param_named exponent2 float 127 //If changed, needs adjusting in Fragshader's every lit!!!!! param_named ambient float4 0.0 0.0 0.0 1.0 param_named scaleBias float4 0.04 -0.02 1 0 } entry_point Offset_Lim3_Frag profiles ps_2_0 arbfp1 } vertex_program BaseNormal_Vert cg { source offset.cg default_params { param_named_auto lightPosition0 light_position_object_space 0 param_named_auto lightPosition1 light_position_object_space 1 param_named_auto lightPosition2 light_position_object_space 2 param_named_auto eyePosition camera_position_object_space param_named_auto worldviewproj worldviewproj_matrix } entry_point Offset_Lim3_Vert profiles vs_1_1 arbvp1 } fragment_program BaseNormal_Frag cg { source offset.cg default_params { param_named_auto lightDiffuse0 light_diffuse_colour 0 param_named_auto lightDiffuse1 light_diffuse_colour 1 param_named_auto lightDiffuse2 light_diffuse_colour 2 param_named_auto lightSpecular0 light_specular_colour 0 param_named_auto lightSpecular1 light_specular_colour 1 param_named_auto lightSpecular2 light_specular_colour 2 param_named exponent0 float 127 // param_named exponent1 float 127 // param_named exponent2 float 127 //If changed, needs adjusting in Fragshader's every lit!!!!! param_named ambient float4 0.0 0.0 0.0 1.0 } entry_point Offset_Lim3_Frag profiles ps_2_0 arbfp1 }