2013-12-19 19:32:50 +01:00

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vertex_program HLSL/OceanVS hlsl
{
source oceanHLSL_Cg.vert
entry_point main
target vs_1_1
default_params
{
param_named_auto worldViewProj_matrix worldviewproj_matrix
param_named_auto eyePosition camera_position_object_space
param_named scale float3 0.012 0.005 0.03
param_named_auto time_0_X time_0_x 100.0
}
}
fragment_program HLSL/OceanFS hlsl
{
source oceanHLSL_Cg.frag
entry_point main
target ps_2_0
}
vertex_program GLSL/OceanVS glsl
{
source oceanGLSL.vert
default_params
{
param_named_auto eyePosition camera_position_object_space
param_named scale float3 0.012 0.005 0.03
param_named_auto time_0_X time_0_x 100.0
}
}
fragment_program GLSL/OceanFS glsl
{
source oceanGLSL.frag
default_params
{
param_named Noise int 0
param_named skyBox int 1
}
}
material OceanHLSL_GLSL
{
technique
{
pass
{
vertex_program_ref HLSL/OceanVS
{
param_named waveSpeed float2 0.0 0.168
param_named noiseSpeed float 0.155
}
fragment_program_ref HLSL/OceanFS
{
param_named fadeBias float 0.336
param_named fadeExp float 5.546
param_named waterColor float4 0.0 0.244 0.395 1.0
}
texture_unit
{
texture NoiseVolume.dds 3d
tex_coord_set 0
filtering linear linear none
}
texture_unit
{
cubic_texture morning.jpg combinedUVW
tex_address_mode clamp
tex_coord_set 1
}
}
}
technique
{
pass
{
vertex_program_ref GLSL/OceanVS
{
param_named waveSpeed float2 0.0 0.168
param_named noiseSpeed float 0.155
}
fragment_program_ref GLSL/OceanFS
{
param_named fadeBias float 0.336
param_named fadeExp float 5.546
param_named waterColor float4 0.0 0.244 0.395 1.0
}
texture_unit
{
texture NoiseVolume.dds 3d
tex_coord_set 0
filtering linear linear none
tex_address_mode wrap
}
texture_unit
{
cubic_texture morning.jpg combinedUVW
tex_address_mode clamp
tex_coord_set 1
}
}
}
}
vertex_program Cg/OceanVS cg
{
source oceanHLSL_Cg.vert
entry_point main
profiles vs_1_1 arbvp1
default_params
{
param_named_auto worldViewProj_matrix worldviewproj_matrix
param_named_auto eyePosition camera_position_object_space
param_named scale float3 0.012 0.005 0.03
param_named_auto time_0_X time_0_x 100.0
}
}
fragment_program Cg/OceanFS cg
{
source oceanHLSL_Cg.frag
entry_point main
profiles ps_2_0 arbfp1
}
material OceanCg
{
technique
{
pass
{
vertex_program_ref Cg/OceanVS
{
param_named waveSpeed float2 0.0 0.168
param_named noiseSpeed float 0.155
}
fragment_program_ref Cg/OceanFS
{
param_named fadeBias float 0.336
param_named fadeExp float 5.546
param_named waterColor float4 0.0 0.244 0.395 1.0
}
texture_unit
{
texture NoiseVolume.dds 3d
tex_coord_set 0
filtering linear linear none
}
texture_unit
{
cubic_texture morning.jpg combinedUVW
tex_address_mode clamp
tex_coord_set 1
}
}
}
}
vertex_program Cg/Ocean2VS cg
{
source Ocean2HLSL_Cg.vert
entry_point main
profiles vs_1_1 arbvp1
default_params
{
param_named_auto WorldViewProj worldviewproj_matrix
param_named_auto eyePosition camera_position_object_space
}
}
fragment_program Cg/Ocean2FS cg
{
source Ocean2HLSL_Cg.frag
entry_point main
profiles ps_2_0 arbfp1
}
material Ocean2_Cg
{
technique
{
pass
{
vertex_program_ref Cg/Ocean2VS
{
param_named BumpScale float 0.2
param_named textureScale float2 25 26
param_named bumpSpeed float2 0.015 0.005
param_named_auto time time_0_x 100.0
param_named waveFreq float 0.028
param_named waveAmp float 1.8
}
fragment_program_ref Cg/Ocean2FS
{
param_named deepColor float4 0 0.3 0.5 1.0
param_named shallowColor float4 0 1 1 1.0
param_named reflectionColor float4 0.95 1 1 1.0
param_named reflectionAmount float 1.0
param_named reflectionBlur float 0.0
param_named waterAmount float 0.3
param_named fresnelPower float 5.0
param_named fresnelBias float 0.328
param_named hdrMultiplier float 0.471
}
texture_unit
{
texture waves2.dds
tex_coord_set 0
filtering linear linear linear
}
texture_unit
{
cubic_texture morning.jpg combinedUVW
tex_address_mode clamp
tex_coord_set 1
filtering linear linear linear
}
}
}
}
vertex_program HLSL/Ocean2VS hlsl
{
source Ocean2HLSL_Cg.vert
entry_point main
target vs_1_1
default_params
{
param_named_auto WorldViewProj worldviewproj_matrix
param_named_auto eyePosition camera_position_object_space
}
}
fragment_program HLSL/Ocean2FS hlsl
{
source Ocean2HLSL_Cg.frag
entry_point main
target ps_2_0
}
vertex_program GLSL/Ocean2VS glsl
{
source Ocean2GLSL.vert
}
fragment_program GLSL/Ocean2FS glsl
{
source Ocean2GLSL.frag
}
material Ocean2_HLSL_GLSL
{
technique HLSL
{
pass
{
vertex_program_ref HLSL/Ocean2VS
{
param_named BumpScale float 0.2
param_named textureScale float2 25 26
param_named bumpSpeed float2 0.015 0.005
param_named_auto time time_0_x 100.0
param_named waveFreq float 0.028
param_named waveAmp float 1.8
}
fragment_program_ref HLSL/Ocean2FS
{
param_named deepColor float4 0 0.3 0.5 1.0
param_named shallowColor float4 0 1 1 1.0
param_named reflectionColor float4 0.95 1 1 1.0
param_named reflectionAmount float 1.0
param_named reflectionBlur float 0.0
param_named waterAmount float 0.3
param_named fresnelPower float 5.0
param_named fresnelBias float 0.328
param_named hdrMultiplier float 0.471
}
texture_unit
{
texture waves2.dds
tex_coord_set 0
filtering linear linear linear
}
texture_unit
{
cubic_texture morning.jpg combinedUVW
tex_address_mode clamp
filtering linear linear linear
tex_coord_set 1
}
}
}
technique GLSL
{
pass
{
vertex_program_ref GLSL/Ocean2VS
{
param_named_auto eyePosition camera_position_object_space
param_named_auto time time_0_x 100.0
param_named BumpScale float 0.2
param_named textureScale float2 25 26
param_named bumpSpeed float2 0.015 0.005
param_named waveFreq float 0.028
param_named waveAmp float 1.8
}
fragment_program_ref GLSL/Ocean2FS
{
param_named deepColor float4 0 0.3 0.5 1.0
param_named shallowColor float4 0 1 1 1.0
param_named reflectionColor float4 0.95 1 1 1.0
param_named reflectionAmount float 1.0
param_named reflectionBlur float 0.0
param_named waterAmount float 0.3
param_named fresnelPower float 5.0
param_named fresnelBias float 0.328
param_named hdrMultiplier float 0.471
param_named NormalMap int 0
param_named EnvironmentMap int 1
}
texture_unit
{
texture waves2.dds
tex_coord_set 0
filtering linear linear linear
}
texture_unit
{
cubic_texture morning.jpg combinedUVW
tex_address_mode clamp
tex_coord_set 1
filtering linear linear linear
}
}
}
}
material SkyBox
{
technique
{
pass
{
lighting off
depth_write off
depth_check off
texture_unit
{
cubic_texture morning.jpg separateUV
tex_address_mode clamp
}
}
}
}
material LightFlare
{
technique
{
pass
{
lighting off
scene_blend add
depth_write off
texture_unit
{
texture flare.png
}
}
}
}