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Text File  |  2004-07-20  |  8.4 KB  |  348 lines

  1. // $TEXTURE1
  2. // $TEX1OPTIONSFILE
  3. // $DIRT
  4. // $DIRTOPTIONSFILE
  5. // $NORMALS
  6. // $NORMALSOPTIONSFILE
  7. // $SPECPOW
  8.  
  9. Shader()
  10. {
  11.     ShaderQuality(5)
  12.     Pass()
  13.     {
  14.         // lighting()
  15.         VertexShader("CarL_CmCd_Bump_ps20.vsh")
  16.         Pixelshader("CarL_CmCd_Bump_ps20.psh")
  17.  
  18.         !include("__Tex1.mtt")
  19.         !include("__Dirt.mtt")
  20.         !include("__CloudsVS.mtt")
  21.         !include("__TerrainColormapVS.mtt")
  22.         !include("__DynamicCubeMap.mtt")
  23.         !include("__DirtNormalsMap.mtt")
  24.         !include("__LightMask.mtt")        
  25.  
  26.         colorgen("tfactor", "user", 0,0,0, "user", 0,0,0) // RGB - lights state, A - dirt level
  27.     }
  28.     Cull("cw")
  29. }
  30.  
  31.  
  32. shader()
  33. {
  34.     ShaderQuality(3)
  35.     pass()
  36.     {
  37.         //Lighting()
  38.         Pixelshader("CarL_CmCd_ps14.psh")
  39.         Vertexshader("CarL_CmCd_ps14.vsh")
  40.  
  41.         !include("__tex1.mtt")
  42.         !include("__Dirt.mtt")
  43.         !include("__TerrainColormapVS.mtt")
  44.         !include("__CloudsVS.mtt")
  45.         !include("__DynamicCubeMap.mtt")
  46.         !include("__LightMask.mtt")        
  47.  
  48.         colorgen("tfactor", "user", 0,0,0, "user", 0,0,0) // RGB - lights state, A - dirt level
  49.     }
  50.     Cull("cw")
  51. }
  52.  
  53.  
  54. shader()
  55. {
  56.     ShaderQuality(2)
  57.     pass()
  58.     {
  59.         Pixelshader("CarBR_Cm_ps11.psh")
  60.         Vertexshader("CarBR_Cm_ps11.vsh")
  61.  
  62.         !include("__tex1.mtt")
  63.         !include("__Dirt.mtt")
  64.         !include("__TerrainColormapSmallVS.mtt")
  65.         !include("__DynamicCubeMap.mtt")        
  66.  
  67.         colorgen("tfactor", "none", 0,0,0, "user", 0,0,0) // A - dirt level
  68.     }
  69.     pass()
  70.     {
  71.         Pixelshader("CarL_pass2_ps11.psh")
  72.         Vertexshader("CarL_pass2_ps11.vsh")
  73.  
  74.         !include("__tex1.mtt")
  75.         !include("__Dirt.mtt")
  76.         !include("__LightMask.mtt")
  77.  
  78.         colorgen("tfactor", "user", 0,0,0, "user", 0,0,0) // RGB - lights, A - dirt level
  79.         BlendFunc("src_alpha", "inv_src_alpha")
  80.     }
  81.     Cull("cw")
  82. }
  83.  
  84.  
  85. shader()
  86. {
  87.     ShaderQuality(1)
  88.     pass()
  89.     {
  90.         Pixelshader("CarBR_ps11.psh")
  91.         Vertexshader("CarBR_ps11.vsh")
  92.  
  93.         !include("__tex1.mtt")
  94.         !include("__Dirt.mtt")
  95.         !include("__TerrainColormapSmallVS.mtt")
  96.  
  97.         colorgen("tfactor", "none", 0,0,0, "user", 0,0,0) // A - dirt level
  98.     }
  99.     pass()
  100.     {
  101.         Pixelshader("CarL_pass2_ps11.psh")
  102.         Vertexshader("CarL_pass2_ps11.vsh")
  103.  
  104.         !include("__tex1.mtt")
  105.         !include("__Dirt.mtt")
  106.         !include("__LightMask.mtt")
  107.  
  108.         colorgen("tfactor", "user", 0,0,0, "user", 0,0,0) // RGB - lights, A - dirt level
  109.         BlendFunc("src_alpha", "inv_src_alpha")
  110.     }
  111.     Cull("cw")
  112. }
  113.  
  114. //=========================== GF2 ======================================
  115. shader()
  116. {
  117.     ShaderQuality(2)
  118.     pass()
  119.     {
  120.         Lighting()
  121.         tmu()
  122.         {
  123.             TexGen("planar")
  124.             TexMod("scale", "const", 0.00001, 0, 0, "const", 0.00001, 0, 0)
  125.             texture()
  126.             {
  127.                 Image(%colortexturesmall)
  128.                 addressfunc("clamp", "clamp", "clamp")
  129.             }
  130.             ColorOp("mul_add", "texture_a", "current", "diffuse_a")
  131.             AlphaOp("arg1", "texture_a", "current", "current")
  132.         }
  133.         AmbientColor(0.0, 0.0, 0.0, 1.000)
  134.         DiffuseColor(%daycolor_r, %daycolor_g, %daycolor_b, %daycolor_a)
  135.         SpecularColor(0.0, 0.0, 0.0, 1.000)
  136.         EmissiveColor(0.0, 0.0, 0.0, 1.000)
  137.         SpecularPow(0.0)
  138.                
  139.     }
  140.    
  141.     pass()
  142.     {
  143.         tmu()
  144.         {
  145.             Texture()
  146.             {
  147.                 Mapchannel(0)
  148.                 Image(LIGHTSMASKS)
  149.                 !include(LIGHTSMASKSOPTIONSFILE)
  150.             }
  151.             ColorOp("add", "tfactor_a", "texture", "current")
  152.         }
  153.  
  154.         tmu()
  155.         {
  156.             ColorOp("dot3", "tfactor", "current", "current")
  157.         }            
  158.         
  159.         tfactor(1, 1, 1, 0.5)
  160.         colorgen("tfactor", "user", 0,0,0, "none", 0,0,0) // RGB - lights        
  161.         BlendFunc("one", "one" )
  162.     }            
  163.     lightpass()
  164.     !include("spot_spotmap.mtt")
  165.     pass()
  166.     {
  167.         Lighting()
  168.         tmu()
  169.         {
  170.             Texture()
  171.             {
  172.                 Mapchannel(0)
  173.                 Image(DIRT_GF2)
  174.                 !include(DIRTOPTIONSFILE)
  175.             }
  176.             ColorOp("arg1", "tfactor", "current", "current")
  177.             AlphaOp("mul", "tfactor_a", "texture_a", "current")       
  178.         }
  179.         tmu()
  180.         {
  181.             Texture()
  182.             {
  183.                 Mapchannel(0)
  184.                 Image(TEXTURE1)
  185.                 !include(TEX1OPTIONSFILE)
  186.             }
  187.             ColorOp("blend_current_alpha", "current", "texture", "current")
  188.         }
  189.  
  190.         tfactor(%dirtcolor_r, %dirtcolor_g, %dirtcolor_b, 1.0)
  191.         colorgen("tfactor", "none", 0,0,0, "user", 0,0,0)
  192.    
  193.         AmbientColor(0.0, 0.0, 0.0, 1.0)
  194.         DiffuseColor(0.0, 0.0, 0.0, 1.0)
  195.         SpecularColor(%sunvisibility, %sunvisibility, %sunvisibility, 1.000)
  196.         EmissiveColor(0.0, 0.0, 0.0, 1.000)
  197.         SpecularPow(SPECPOW)                
  198.  
  199.         BlendFunc("zero", "src_color")
  200.     }
  201.     
  202.     Cull("cw")
  203. }
  204.  
  205. // -------------------------   dla kart bez dot3 
  206. shader()
  207. {
  208.     ShaderQuality(2)
  209.  
  210.     pass()
  211.     {
  212.         Lighting()
  213.         tmu()
  214.         {
  215.             TexGen("planar")
  216.             TexMod("scale", "const", 0.00001, 0, 0, "const", 0.00001, 0, 0)
  217.             texture()
  218.             {
  219.                 Image(%colortexturesmall)
  220.                 addressfunc("clamp", "clamp", "clamp")
  221.             }
  222.             ColorOp("mul_add", "texture_a", "current", "diffuse_a")
  223.             AlphaOp("arg1", "texture_a", "current", "current")
  224.         }
  225.         AmbientColor(0.0, 0.0, 0.0, 1.000)
  226.         DiffuseColor(%daycolor_r, %daycolor_g, %daycolor_b, %daycolor_a)
  227.         SpecularColor(0.0, 0.0, 0.0, 1.000)
  228.         EmissiveColor(0.0, 0.0, 0.0, 1.000)
  229.         SpecularPow(0.0)
  230.                
  231.     }
  232.     lightpass()
  233.     !include("spot_spotmap.mtt")
  234.  
  235.     pass()
  236.     {
  237.         Lighting()
  238.         tmu()
  239.         {
  240.             Texture()
  241.             {
  242.                 Mapchannel(0)
  243.                 Image(DIRT_GF2)
  244.                 !include(DIRTOPTIONSFILE)
  245.             }
  246.             ColorOp("arg1", "tfactor", "current", "current")
  247.             AlphaOp("mul", "tfactor_a", "texture_a", "current")       
  248.         }
  249.         tmu()
  250.         {
  251.             Texture()
  252.             {
  253.                 Mapchannel(0)
  254.                 Image(TEXTURE1)
  255.                 !include(TEX1OPTIONSFILE)
  256.             }
  257.             ColorOp("blend_current_alpha", "current", "texture", "current")
  258.         }
  259.  
  260.         tfactor(%dirtcolor_r, %dirtcolor_g, %dirtcolor_b, 1.0)
  261.         colorgen("tfactor", "none", 0,0,0, "user", 0,0,0)
  262.    
  263.         AmbientColor(0.0, 0.0, 0.0, 1.0)
  264.         DiffuseColor(0.0, 0.0, 0.0, 1.0)
  265.         SpecularColor(%sunvisibility, %sunvisibility, %sunvisibility, 1.000)
  266.         EmissiveColor(0.0, 0.0, 0.0, 1.000)
  267.         SpecularPow(SPECPOW)                
  268.  
  269.         BlendFunc("zero", "src_color")
  270.     }
  271.  
  272.     Cull("cw")
  273. }
  274.  
  275.  
  276. shader()
  277. {
  278.     ShaderQuality(1)
  279.     pass()
  280.     {
  281.         !include("__tex1.mtt")
  282.     }
  283.     pass()
  284.     {
  285.         tmu()
  286.         {
  287.             Texture()
  288.             {
  289.                 Mapchannel(0)
  290.                 Image(LIGHTSMASKS)
  291.                 !include(LIGHTSMASKSOPTIONSFILE)
  292.             }
  293.             ColorOp("add", "tfactor_a", "texture", "current")
  294.         }
  295.  
  296.         tmu()
  297.         {
  298.             ColorOp("dot3", "tfactor", "current", "current")
  299.         }            
  300.         
  301.         tfactor(1, 1, 1, 0.5)
  302.         colorgen("tfactor", "user", 0,0,0, "none", 0,0,0) // RGB - lights        
  303.         BlendFunc("zero", "src_color" )
  304.     }
  305.     pass()
  306.     {
  307.         Lighting()
  308.         !include("__tex1.mtt")
  309.         !include("__LightningColorsGF2.mtt")          
  310.         BlendFunc("one", "one" )
  311.     }
  312.         
  313.     lightpass()
  314.     !include("spot_spotmap.mtt")    
  315.  
  316.     Cull("cw")
  317. }
  318. //=======================================================
  319. /*
  320. shader()
  321. {
  322.     ShaderQuality(0)
  323.     pass()
  324.     {
  325.         Lighting()
  326.         Pixelshader("Common_specular.psh")
  327.         Vertexshader("Common_specular.vsh")
  328.         !include("__tex1.mtt")
  329.     }
  330.     Cull("cw")
  331. }
  332. */
  333. shader()
  334. {
  335.     ShaderQuality(0)
  336.     pass()
  337.     {
  338.         Lighting()
  339.         !include("__tex1.mtt")
  340.         !include("__LightningColorsGF2.mtt")          
  341.     }
  342. //    lightpass()
  343. //    !include("spot_spotmap.mtt")    
  344.  
  345.     Cull("cw")
  346. }
  347.  
  348.