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Text File  |  2005-05-18  |  2KB  |  91 lines

  1. /*********************************************************************
  2. //*
  3. //*Copyright (c) 2001-2005, Ensign Games Ltd.  All rights reserved.
  4. //*    
  5. //*********************************************************************/
  6. float4x4 World                : WORLD;
  7. float4x4 View                : VIEW;
  8. float4x4 Proj                : PROJ;
  9.  
  10. float4 DiffuseMaterial        : DIFFUSE;
  11. float4 SpecularMaterial        : SPECULAR;
  12. float  SpecularPower        : SPECULARPOWER;
  13.  
  14. sampler DiffuseMap : register(s0);
  15.  
  16. //standard input for this effect
  17. struct VS_INPUT
  18. {
  19.     float3    Position        : POSITION;
  20.     float3    Normal            : NORMAL;
  21. #if defined (VERTEX_COLORS)
  22.     float4 Color0            : COLOR0;
  23. #endif
  24.     float2    TexCoord        : TEXCOORD0;
  25. };
  26.  
  27. VS_INPUT VertexDeclaration;
  28.  
  29.  
  30. technique TnL
  31. {
  32.     pass P0
  33.     {
  34.         VertexShader = NULL;
  35.         PixelShader = NULL;
  36.         
  37.         WorldTransform[0] = (World);
  38.         ViewTransform  = (View);
  39.         ProjectionTransform = (Proj);
  40.         
  41.         MagFilter[0] = Linear;
  42.         MinFilter[0] = Linear;
  43.         MipFilter[0] = Linear;
  44.         
  45.         Lighting = true;
  46.         
  47.         #if defined(DIFFUSE_MAP)
  48.             ColorOp[0] = Modulate;
  49.             AlphaOp[0] = Modulate;
  50.             MaterialDiffuse = float4(1.0f,1.0f,1.0f,1);
  51.             MaterialAmbient = float4(1.0f,1.0f,1.0f,1);
  52.             DiffuseMaterialSource = Material;
  53.         #else
  54.             ColorOp[0] = SelectArg2;
  55.             AlphaOp[0] = SelectArg2;
  56. //            MaterialDiffuse = float4(1.0f,1.0f,1.0f,1);
  57.             MaterialDiffuse = (DiffuseMaterial);
  58.             MaterialAmbient = (DiffuseMaterial);
  59.             DiffuseMaterialSource = Material;
  60.         #endif
  61.         
  62.         #if defined    (VERTEX_COLORS)
  63.             EmissiveMaterialSource = Color1;
  64.             ColorVertex = true;
  65.         #else
  66.             EmissiveMaterialSource = Material;
  67.             ColorVertex = false;
  68.         #endif
  69.         
  70.             
  71.         ColorArg1[0] = Texture;
  72.         ColorArg2[0] = Diffuse;
  73.         ColorOp[1] = Disable;
  74.         
  75.         AlphaArg1[0] = Texture;
  76.         AlphaArg2[0] = Diffuse;
  77.         AlphaOp[1] = Disable;
  78.  
  79.         
  80.         MaterialSpecular = (SpecularMaterial);
  81.         MaterialEmissive = float4(0,0,0,0);
  82.         MaterialPower = (SpecularPower);
  83.         
  84.         ZEnable = true;
  85.         ZFunc = LessEqual;
  86.         FillMode = Solid;
  87.         ZWriteEnable = true;
  88.         CullMode = CW;
  89.         SpecularEnable = true;
  90.     }    
  91. }