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- ; Shaders Script file
- ; Copyright (c) 2001-2003 Crytek Studios. All Rights Reserved.
- ; Author: Honich Andrey
-
- Version (1.00)
-
- Shader 'TemplBumpReflLight'
- (
- HW
- (
- Light 'Diffuse'
- (
- ShadeLayer
- (
- #ifdef OPENGL
- PShader = ReflectCMap
- RCombiner = RCBump_ReflLight
- #endif
- #ifdef D3D
- PShader = ReflectCMap
- RCombiner = RCBump_ReflLight
- #endif
- RCParam ( Reg 'ConstColor0' Comp 'LightColor[0]' Comp 'LightColor[1]' Comp 'LightColor[2]' Comp 'LightColor[3]' )
- RCParam ( Reg 'ConstColor1' Comp 'AmbLightColor[0]' Comp 'AmbLightColor[1]' Comp 'AmbLightColor[2]' Comp = 1 )
-
- VProgram = VProgBumpReflLocalLight_refl
- VPParam ( Reg = 22 Comp 'LightPos[0]' Comp 'LightPos[1]' Comp 'LightPos[2]' Comp=1)
- VPParam ( Reg = 23 Comp = 0 Comp = 0 Comp = 1 Comp = 1)
- VPParam ( Reg = 25 Comp = 0 Comp = 0 Comp = 0 Comp = 1)
-
- Layer '0'
- (
- Map = $Bump
- TexColorOp = NoSet
- )
- Layer '1'
- (
- Map = $None
- TexColorOp = NoSet
- )
- Layer '2'
- (
- Map = $None
- TexColorOp = NoSet
- )
- Layer '3'
- (
- Map = $LightCubemap
- TexType = Cubemap
- TexColorOp = NoSet
- )
- )
- )
-
- // Ambient pass
- ShadeLayer
- (
- VProgram = VProgSimple_Tex
-
- Layer '0'
- (
- Map = $Diffuse
- Blend 'ZERO SRC_COLOR'
- DepthWrite = 0
- DepthFunc = Equal
- TexColorOp = Replace
- )
- )
- )
- )
-
- Shader 'TemplBumpReflLight_Overlay'
- (
- HW
- (
- Light 'Diffuse'
- (
- ShadeLayer
- (
- #ifdef OPENGL
- PShader = ReflectCMap
- RCombiner = RCBump_ReflLight_Overlay
- #endif
- #ifdef D3D
- PShader = ReflectCMap
- RCombiner = RCBump_ReflLight_Overlay
- #endif
- RCParam ( Reg 'ConstColor0' Comp 'LightColor[0]' Comp 'LightColor[1]' Comp 'LightColor[2]' Comp 'LightColor[3]' )
-
- CGVProgram = VProgBumpReflLocalLight_refl
- CGVPParam ( Name = LightPos Comp 'LightPos[0]' Comp 'LightPos[1]' Comp 'LightPos[2]' Comp=1)
- CGVPParam ( Reg = 93 Comp = 0 Comp = 0 Comp = 1 Comp = 1)
- CGVPParam ( Reg = 95 Comp = 0 Comp = 0 Comp = 0 Comp = 1)
-
- Layer '0'
- (
- Map = $Bump
- TexColorOp = NoSet
- )
- Layer '1'
- (
- Map = $None
- TexColorOp = NoSet
- )
- Layer '2'
- (
- Map = $None
- TexColorOp = NoSet
- )
- Layer '3'
- (
- Blend 'ONE ONE'
- DepthWrite = 0
- DepthFunc = Equal
-
- Map = $LightCubemap
- TexType = Cubemap
- TexColorOp = NoSet
- )
- )
- )
-
- // Ambient pass
- ShadeLayer
- (
- CGVProgram = CGVProgSimple_Tex
-
- Layer '0'
- (
- Map = $Diffuse
- Blend 'ZERO SRC_COLOR'
- DepthWrite = 0
- DepthFunc = Equal
- TexColorOp = Replace
- )
- )
- )
- )
-
-