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demos
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Ballistics
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render_methods.tx_
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render_methods.tx
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2001-04-24
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3KB
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191 lines
; Thanks to Chris Maughan and the rest of the people at nVidia who helped
; make this system possible through NVLinker and NVASM
Gouraud
{
Method
{
shader Gouraud
d3dff_transform
d3dff_emissive_vertex
d3dff_light
d3dff_light
d3dff_light
}
}
Diffuse
{
Method
{
shader GouraudDiffuse
d3dff_transform
d3dff_emissive_vertex
d3dff_light
d3dff_light
d3dff_light
}
}
DiffuseSelfIllumination
{
Method
{
shader GouraudDiffuseSelfIllumination
d3dff_transform
d3dff_emissive_vertex
d3dff_light
d3dff_light
d3dff_light
}
}
DiffuseEnvironmentalReflection
{
Method
{
shader GouraudDiffuseReflection
d3dff_transform
d3dff_emissive_vertex
d3dff_cubic_reflection_worldspace
d3dff_light
d3dff_light
d3dff_light
}
Method
{
shader GouraudDiffuse
d3dff_transform
d3dff_emissive_vertex
d3dff_light
d3dff_light
d3dff_light
}
}
DiffuseBump
{
Method
{
shader PerPixelDiffuse1
fetch_position
xform_position_objspace_clipspace_4x4
output_position
fetch_texcoord0
output_texcoord0
texcoord0_to_texcoord1
output_texcoord1
fetch_s
fetch_t
fetch_normal
make_lightdir_objspace
xform_lightdir_objspace_texspace
normalize_lightdir_texspace
lightdir_texspace_normalized_to_texcoord2
output_texcoord2
}
Method
{
shader GouraudDiffuse
d3dff_transform
d3dff_light
d3dff_light
}
}
EnvironmentalReflectionBump
{
Method
{
shader PerPixelCubicReflection
fetch_position
xform_position_objspace_clipspace_4x4
output_position
fetch_texcoord0
output_texcoord0
fetch_s
fetch_t
fetch_normal
xform_texspacematrix_objspace_worldspace
make_eyevector_worldspace
pack_texspacematrix_and_eyevector_worldspace_to_texcoord123
output_texcoord1
output_texcoord2
output_texcoord3
}
Method
{
shader Reflection
d3dff_transform
d3dff_cubic_reflection_worldspace
}
Method
{
shader Gouraud
d3dff_transform
d3dff_emissive_vertex
}
}
Text
{
Method
{
shader GouraudDiffuse
d3dff_transform
d3dff_emissive_vertex
}
}
Sprite
{
Method
{
shader GouraudDiffuse
d3dff_transform
d3dff_emissive_vertex
}
}
Halo
{
Method
{
shader GouraudDiffuse
d3dff_transform
d3dff_emissive_vertex
}
}
EMBMDistortedSelfIllumination
{
Method
{
shader SelfIlluminationEMBMDistorted
fetch_position
xform_position_objspace_clipspace_4x4
output_position
fetch_texcoord0
output_texcoord0
;texcoord0_to_texcoord1
position_clipspace_to_texcoord1
output_texcoord1
}
Method
{
shader Gouraud
d3dff_transform
d3dff_emissive_vertex
}
}
SkyBox
{
Method
{
shader SelfIllumination
d3dff_transform
}
}