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- ; Shaders Script file
- ; Copyright (c) 2001-2003 Crytek Studios. All Rights Reserved.
- ; Author: Honich Andrey
-
- Version (1.00)
-
- //========================================================================
- // ATI R3xx / NVidia NV3X (PS.2.0 / PS.2.X only)
-
- // Specular & Diffuse bump-mapping with env. CM reflections masked by gloss-map (alpha channel of diffuse texture)
- // and with specular exp. in alpha channel of gloss texture
- // At least two passes for multiple light sources
- // One pass for single light source
-
- // 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
-
- /*Shader 'TemplBumpSpec_GlossAlpha_EnvCMAmb_PowerGlossAlpha_PS20'
- (
- Params
- (
- Sort = Opaque
- )
- Public
- (
- float 'ReflectAmount' (0.25)
- float 'SpecularExpMultiplier' (255)
- )
-
- #define $ENVCMAP $CubeMap
- #include "BumpSpecular_GlossAlpha_EnvCM_PowerGlossAlpha_PS20.csi"
- #undefine $ENVCMAP
- )*/
-
- Shader 'TemplBumpSpec_GlossAlpha_EnvCMAmb_PowerGlossAlpha_PS20'
- (
- Params
- (
- Sort = Opaque
- )
-
- #define %DIFFUSE 0x1
- #define %DIFFUSE_PERPIXEL 0x8000
- #define %SPECULAR 0x2
- #define %SPECULAR_PERPIXEL 0x400
- #define %BUMP_NORMALIZE 0x200
- #define %ENVCMAMB 0x40
- #define %GLOSS_DIFFUSEALPHA 0x20
- #define %SPECULARPOW_GLOSSALPHA 0x800
- #define %PROJLIGHT_PERPIXELATTEN 0x100
- #define %BUMP_MAP 0x1000
-
- #include "IllumTemplate.csi"
-
- #undefine %BUMP_MAP
- #undefine %PROJLIGHT_PERPIXELATTEN
- #undefine %SPECULARPOW_GLOSSALPHA
- #undefine %GLOSS_DIFFUSEALPHA
- #undefine %ENVCMAMB
- #undefine %BUMP_NORMALIZE
- #undefine %SPECULAR_PERPIXEL
- #undefine %SPECULAR
- #undefine %DIFFUSE_PERPIXEL
- #undefine %DIFFUSE
- )
-
-