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Text File  |  2005-11-03  |  3.1 KB  |  106 lines

  1. // Fhost shader, just a simple additive environment mapping
  2.  
  3. NSFShader Ghost
  4. {
  5.     // Packing Definition
  6.     PackingDef PosNorm
  7.     {
  8.         PD_Stream    0
  9.             PDP_Position        0    PDT_Float3
  10.             PDP_Normal          1    PDT_Float3
  11.     }
  12.     
  13.     // Implementation
  14.     Implementation VS11_PS11
  15.     {
  16.         "This implementation is intended for hardware 
  17.          that supports vertex shader version 1.1 and
  18.          pixel shader 1.1."
  19.         
  20.         // Requirements for this implementation
  21.         Requirements
  22.         {
  23.             VSVersion               = v1.1
  24.             UserVersion             = v0.0
  25.             PSVersion               = v1.1
  26.             //BinormalTangentMethod   = NBTMethod_ATI
  27.             //BonesPerPartition       = 28
  28.             UsesNIRenderState       = true
  29.             Platform                = DX8|DX9|XBOX
  30.         }
  31.         
  32.         // Packing Definition it uses
  33.         PackingDef PosNorm
  34.  
  35.         //'Global' render states.  Nothing fancy here.  We set up Z for
  36.         //safety. 
  37.         RenderStates
  38.         {
  39.             AlphaBlendEnable    = true
  40.             SrcBlend            = One
  41.             DestBlend            = One
  42.             AlphaTestEnable     = false
  43.             CullMode            = CW
  44.             ZEnable             = ZB_True
  45.             //ZWriteEnable        = true
  46.             ZWriteEnable        = false
  47.             ZFunc               = LessEqual
  48.             Lighting            = false   Save
  49.         }
  50.  
  51.         // First pass
  52.         Pass Pass0
  53.         {
  54.             // Vertexshader
  55.             VSProgram    "Ghost"
  56.  
  57.             //Vertex Shader constant map
  58.             VS_Constantmap
  59.             {
  60.                 CM_Defined      WorldViewProjTranspose  0    0
  61.                 CM_Defined      WorldViewTranspose  4    4
  62.                 CM_Constant     Half           5    1   0.5,0.5,0.5,0.5                
  63.                 CM_Constant     Zero           6    1   0.0,0.0,0.0,0.0
  64.             }
  65.             
  66.             // Texture stage 0
  67.             Stage 0    Stage0
  68.             {
  69.                 TSS_Texture        = NTM_Base
  70.             }
  71.  
  72.             //Stage 2    GlossMap
  73.             //{
  74.             //    TSS_Texture     = NTM_Gloss
  75.             //}
  76.  
  77.             
  78.             // Sampler stage 0
  79.             Sampler    0    BaseMapSampler
  80.             {
  81.                 TSAMP_AddressU    = TADDR_Clamp
  82.                 TSAMP_AddressV    = TADDR_Clamp
  83.                 TSAMP_AddressW    = TADDR_Clamp
  84.                 TSAMP_MagFilter    = TEXF_Linear
  85.                 TSAMP_MinFilter    = TEXF_Linear
  86.                 TSAMP_MipFilter    = TEXF_Linear
  87.             }
  88.         
  89.             // Sampler stage 1
  90.             //Sampler    1    GlossMapSampler
  91.             //{
  92.             //    TSAMP_AddressU    = TADDR_Clamp
  93.             //    TSAMP_AddressV    = TADDR_Clamp
  94.             //    TSAMP_AddressW    = TADDR_Clamp
  95.             //    TSAMP_MagFilter    = TEXF_Linear
  96.             //    TSAMP_MinFilter    = TEXF_Linear
  97.             //    TSAMP_MipFilter    = TEXF_Linear
  98.             //}
  99.         
  100.             // Pixelshader
  101.             PSProgram "Ghost"
  102.         }
  103.     }
  104. }
  105.  
  106.