210 lines
4.3 KiB
Plaintext
210 lines
4.3 KiB
Plaintext
///////////////////////////////////
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// PASS 0
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// HEAT CASTERS PASS
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///////////////////////////////////
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vertex_program Fury/HeatVision/HeatCaster_vp cg
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{
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source HeatVision.cg
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entry_point HeatCaster_vp
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profiles vs_1_1 arbvp1
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}
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fragment_program Fury/HeatVision/HeatCaster_fp cg
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{
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source HeatVision.cg
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entry_point HeatCaster_fp
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profiles ps_2_0 arbfp1
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}
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material Fury/HeatVision/HeatCaster
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{
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technique
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{
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pass
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{
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vertex_program_ref Fury/HeatVision/HeatCaster_vp
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{
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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_ref Fury/HeatVision/HeatCaster_fp
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{
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}
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}
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}
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}
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///////////////////////////////////
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// PASS 0
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// HEAT CASTERS PASS
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///////////////////////////////////
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vertex_program Fury/HeatVision/ColdCaster_vp cg
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{
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source HeatVision.cg
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entry_point ColdCaster_vp
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profiles vs_1_1 arbvp1
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}
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fragment_program Fury/HeatVision/ColdCaster_fp cg
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{
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source HeatVision.cg
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entry_point ColdCaster_fp
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profiles ps_2_0 arbfp1
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}
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material Fury/HeatVision/ColdCaster
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{
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technique
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{
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pass
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{
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vertex_program_ref Fury/HeatVision/ColdCaster_vp
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{
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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_ref Fury/HeatVision/ColdCaster_fp
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{
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}
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}
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}
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}
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///////////////////////////////////
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// PASS 1
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// LIGHT TO HEAT CONVERSION PASS
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///////////////////////////////////
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vertex_program Fury/HeatVision/LightToHeat_vp cg
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{
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source HeatVision.cg
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entry_point LightToHeat_vp
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profiles vs_1_1 arbvp1
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default_params
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{
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param_named_auto flipping render_target_flipping
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}
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}
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fragment_program Fury/HeatVision/LightToHeat_fp cg
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{
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source HeatVision.cg
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entry_point LightToHeat_fp
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profiles ps_2_0 arbfp1
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}
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material Fury/HeatVision/LightToHeat
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{
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technique
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{
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// pass 1
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pass
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{
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cull_hardware none
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cull_software none
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depth_func always_pass
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vertex_program_ref Fury/HeatVision/LightToHeat_vp
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{
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}
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fragment_program_ref Fury/HeatVision/LightToHeat_fp
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{
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// these should be *really* random!
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param_named random_fractions float4 0.3 0.7 0 0
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param_named depth_modulator float4 0.6 0 0 0
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// this one can be fixed
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param_named heatBiasScale float4 0.0 1.0 0 0
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}
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// INPUT (from scene, where entities has "Fury/HeatVision/Caster" material for heat emanation)
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texture_unit
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{
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tex_coord_set 0
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filtering linear linear none
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tex_address_mode clamp
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}
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// Noise map
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texture_unit
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{
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texture HeatNoise.tga
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tex_coord_set 0
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}
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// heat conversion texture
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texture_unit
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{
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texture HeatLookup.tga
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tex_coord_set 0
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filtering point point none
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}
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}
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}
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}
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///////////////////////////////////
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// PASS 2
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// BLUR PASS
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///////////////////////////////////
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vertex_program Fury/HeatVision/Blur_vp cg
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{
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source HeatVision.cg
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entry_point Blur_vp
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profiles vs_1_1 arbvp1
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default_params
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{
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param_named_auto flipping render_target_flipping
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}
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}
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fragment_program Fury/HeatVision/Blur_fp cg
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{
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source HeatVision.cg
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entry_point Blur_fp
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profiles ps_2_0 arbfp1
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}
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material Fury/HeatVision/Blur
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{
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technique
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{
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// pass 1
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pass
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{
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cull_hardware none
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cull_software none
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depth_func always_pass
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vertex_program_ref Fury/HeatVision/Blur_vp
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{
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}
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fragment_program_ref Fury/HeatVision/Blur_fp
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{
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param_named blurAmount float4 0.5 0 0 0
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}
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// INPUT (from previous)
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texture_unit
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{
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texture Input
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tex_coord_set 0
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filtering linear linear none
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tex_address_mode clamp
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}
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}
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}
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}
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