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- ; Shaders Script file
- ; Copyright (c) 2001-2003 Crytek Studios. All Rights Reserved.
- ; Author: Honich Andrey
-
- Version (1.00)
-
- //========================================================================
- // ATI R2xx / NVidia NV2X (PS.1.X and above)
-
- // Specular (masked by gloss map) and diffuse bump-mapping with real-time reflection map
- // At least three passes on NVidia NV1X for single-multiple light sources
- // One pass on ATI R3XX and NVidia NV3X for single light source (one pass for each additional LS)
- // One pass for single directional light source on any hardware
-
- // Supports:
- // 1. Dot3 light maps
- // 2. Simple light maps
- // 3. Three types of shadow maps (2D, Depth-maps and mixed Depth/2D)
- // 4. Stencil shadows
- // 5. Three types of light sources (Directional, Point/Omni, Projected)
- // 6. Optimised separate techniques for Single/Multiple light sources
- // 7. Optimised separate techniques for PS.2.0 shaders support (to reduce number of passes)
-
- /*Shader 'TemplBumpSpec_Gloss_EnvCMAmb_RT'
- (
- Params
- (
- Sort = Opaque
- )
- Public
- (
- float 'ReflectAmount' (0.25)
- )
-
- RenderParams
- {
- DrawFarSprites
- DrawStaticObjects
- DrawParticles
- DrawEntities
- DrawIndoors
- DrawDetailTextures
- FullDetailTerrain
- DrawWater
- DrawTerrain
- }
-
- #define $ENVCMAP $EnvironmentCubeMap
- #include "BumpSpecular_Gloss_EnvCM.csi"
- #undefine $ENVCMAP
- )*/
-
- Shader 'TemplBumpSpec_Gloss_EnvCMAmb_RT'
- (
- Params
- (
- Sort = Opaque
- )
-
- #define %DIFFUSE 0x1
- #define %DIFFUSE_NCM 0x4
- #define %SPECULAR 0x2
- #define %SPECULAR_NCM 0x8
- #define %GLOSS_MAP 0x10
- #define %DIFFUSEALPHA 0x4000
- #define %ENVCMAMB 0x40
- #define %RTCUBEMAP 0x10000
- #define %BUMP_MAP 0x1000
-
- #include "IllumTemplate.csi"
-
- #undefine %BUMP_MAP
- #undefine %RTCUBEMAP
- #undefine %ENVCMAMB
- #undefine %DIFFUSEALPHA
- #undefine %GLOSS_MAP
- #undefine %SPECULAR_NCM
- #undefine %SPECULAR
- #undefine %DIFFUSE_NCM
- #undefine %DIFFUSE
- )
-
-