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- // Diffuse bump-mapping for plants
- // for single light source
-
- // Diffuse lighting for directional light source
- /*Light
- (
- ShadeLayer
- (
- LightType = Directional
-
- CGPShader = COMBINER1
- CGPSParam ( Name = Diffuse Comp 'LightColor[0]' Comp 'LightColor[1]' Comp 'LightColor[2]' Comp 'Opacity' )
- CGPSParam ( Name = Ambient Comp 'WorldObjColor[0]' Comp 'WorldObjColor[1]' Comp 'WorldObjColor[2]' Comp 'Opacity' )
-
- CGVProgram = CGVProgBump_DiffPass_TT_Bended_2Sided
- CGVPParam ( Name = LightPos Comp 'OSLightPos[0]' Comp 'OSLightPos[1]' Comp 'OSLightPos[2]' Comp=1)
- CGVPParam ( Name = TexMatrix PlantsTMoving ( WaveX { Type = Sin Level = 0 Amp = 3.5 Phase = 0 Freq = 0.2 } WaveY { Type = Sin Level = 0 Amp = 5 Phase = 90 Freq = 0.2 } ) )
-
- Layer '0'
- (
- Map = $Diffuse
- TexGen = Base
- TexColorOp = NoSet
- )
- Layer '1'
- (
- Map = $Bump
- TexType = Bump
- TexColorOp = NoSet
- )
- Layer '2'
- (
- Map = $NormalizationCubeMap
- ALPHASTATE
- TexType = Cubemap
- TexColorOp = NoSet
- SecondPassRendState
- {
- DepthWrite = 0
- DepthFunc = Equal
- Blend (ONE ONE)
- }
- )
- )
- )*/
-
- // Diffuse lighting for projected light source
- Light
- (
- ShadeLayer
- (
- LightType = Projected
-
- CGPShader = COMBINER2
- CGPSParam ( Name = Diffuse Comp 'LightColor[0]' Comp 'LightColor[1]' Comp 'LightColor[2]' Comp 'Opacity' )
- CGPSParam ( Name = Ambient Comp 'WorldObjColor[0]' Comp 'WorldObjColor[1]' Comp 'WorldObjColor[2]' Comp 'Opacity' )
-
- CGVProgram = CGVProgBump_DiffPass_Proj_VertAtten_2Sided_TT_Bended
- CGVPParam ( Name = LightPos Comp 'OSLightPos[0]' Comp 'OSLightPos[1]' Comp 'OSLightPos[2]' Comp=1)
- CGVPParam ( Name = AttenInfo Comp 'LightIntens' Comp 'InvLightIntens' Comp=0.5)
- CGVPParam ( Name = LightMatrix TranspLightMatrix )
- CGVPParam ( Name = TexMatrix PlantsTMoving ( WaveX { Type = Sin Level = 0 Amp = 3.5 Phase = 0 Freq = 0.2 } WaveY { Type = Sin Level = 0 Amp = 5 Phase = 90 Freq = 0.2 } ) )
-
- Layer '0'
- (
- Map = $Diffuse
- TexColorOp = NoSet
- )
- Layer '1'
- (
- Map = $Bump
- TexType = Bump
- TexColorOp = NoSet
- )
- Layer '2'
- (
- Map = $NormalizationCubeMap
- TexType = Cubemap
- TexColorOp = NoSet
- )
- Layer '3'
- (
- Map = $FromLight
- ALPHASTATE
- TexColorOp = NoSet
- SecondPassRendState
- {
- DepthWrite = 0
- DepthFunc = Equal
- Blend (ONE ONE)
- }
- )
- )
- )
-
- // Diffuse lighting for point light source
- Light
- (
- ShadeLayer
- (
- LightType = Point
-
- CGPShader = COMBINER3
- CGPSParam ( Name = Diffuse Comp 'LightColor[0]' Comp 'LightColor[1]' Comp 'LightColor[2]' Comp 'Opacity' )
- CGPSParam ( Name = Ambient Comp 'WorldObjColor[0]' Comp 'WorldObjColor[1]' Comp 'WorldObjColor[2]' Comp 'Opacity' )
-
- CGVProgram = CGVProgBump_DiffPass_Atten_Plants_TT_Bended_2Sided
- CGVPParam ( Name = LightPos Comp 'OSLightPos[0]' Comp 'OSLightPos[1]' Comp 'OSLightPos[2]' Comp=1)
- CGVPParam ( Name = AttenInfo Comp 'LightIntens' Comp 'InvLightIntens' Comp=0.5)
- CGVPParam ( Name = TexMatrix PlantsTMoving ( WaveX { Type = Sin Level = 0 Amp = 3.5 Phase = 0 Freq = 0.2 } WaveY { Type = Sin Level = 0 Amp = 5 Phase = 90 Freq = 0.2 } ) )
-
- Layer '0'
- (
- Map = $Diffuse
- TexColorOp = NoSet
- )
- Layer '1'
- (
- Map = $Bump
- TexType = Bump
- TexColorOp = NoSet
- )
- Layer '2'
- (
- Map = $NormalizationCubeMap
- TexType = Cubemap
- TexColorOp = NoSet
- )
- Layer '3'
- (
- Map = $Attenuation2D
- ClampTexCoords
- ALPHASTATE
- TexColorOp = NoSet
- SecondPassRendState
- {
- DepthWrite = 0
- DepthFunc = Equal
- Blend (ONE ONE)
- }
- )
- )
- )
-