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- ; Thanks to Chris Maughan and the rest of the people at nVidia who helped
- ; make this system possible through NVLinker and NVASM
-
- Gouraud
- {
- Method
- {
- shader Gouraud
- d3dff_transform
- d3dff_emissive_vertex
- d3dff_light
- d3dff_light
- d3dff_light
- }
- }
-
- Diffuse
- {
- Method
- {
- shader GouraudDiffuse
- d3dff_transform
- d3dff_emissive_vertex
- d3dff_light
- d3dff_light
- d3dff_light
- }
- }
-
- DiffuseSelfIllumination
- {
- Method
- {
- shader GouraudDiffuseSelfIllumination
- d3dff_transform
- d3dff_emissive_vertex
- d3dff_light
- d3dff_light
- d3dff_light
- }
- }
-
- DiffuseEnvironmentalReflection
- {
- Method
- {
- shader GouraudDiffuseReflection
- d3dff_transform
- d3dff_emissive_vertex
- d3dff_cubic_reflection_worldspace
- d3dff_light
- d3dff_light
- d3dff_light
- }
- Method
- {
- shader GouraudDiffuse
- d3dff_transform
- d3dff_emissive_vertex
- d3dff_light
- d3dff_light
- d3dff_light
- }
- }
-
- DiffuseBump
- {
- Method
- {
- shader PerPixelDiffuse1
- fetch_position
- xform_position_objspace_clipspace_4x4
- output_position
- fetch_texcoord0
- output_texcoord0
- texcoord0_to_texcoord1
- output_texcoord1
- fetch_s
- fetch_t
- fetch_normal
- make_lightdir_objspace
- xform_lightdir_objspace_texspace
- normalize_lightdir_texspace
- lightdir_texspace_normalized_to_texcoord2
- output_texcoord2
- }
- Method
- {
- shader GouraudDiffuse
- d3dff_transform
- d3dff_light
- d3dff_light
- }
- }
-
- EnvironmentalReflectionBump
- {
- Method
- {
- shader PerPixelCubicReflection
- fetch_position
- xform_position_objspace_clipspace_4x4
- output_position
- fetch_texcoord0
- output_texcoord0
- fetch_s
- fetch_t
- fetch_normal
- xform_texspacematrix_objspace_worldspace
- make_eyevector_worldspace
- pack_texspacematrix_and_eyevector_worldspace_to_texcoord123
- output_texcoord1
- output_texcoord2
- output_texcoord3
- }
- Method
- {
- shader Reflection
- d3dff_transform
- d3dff_cubic_reflection_worldspace
- }
- Method
- {
- shader Gouraud
- d3dff_transform
- d3dff_emissive_vertex
- }
- }
-
- Text
- {
- Method
- {
- shader GouraudDiffuse
- d3dff_transform
- d3dff_emissive_vertex
- }
- }
-
- Sprite
- {
- Method
- {
- shader GouraudDiffuse
- d3dff_transform
- d3dff_emissive_vertex
- }
- }
-
- Halo
- {
- Method
- {
- shader GouraudDiffuse
- d3dff_transform
- d3dff_emissive_vertex
- }
- }
-
- EMBMDistortedSelfIllumination
- {
- Method
- {
- shader SelfIlluminationEMBMDistorted
- fetch_position
- xform_position_objspace_clipspace_4x4
- output_position
- fetch_texcoord0
- output_texcoord0
- ;texcoord0_to_texcoord1
- position_clipspace_to_texcoord1
- output_texcoord1
- }
- Method
- {
- shader Gouraud
- d3dff_transform
- d3dff_emissive_vertex
- }
- }
-
- SkyBox
- {
- Method
- {
- shader SelfIllumination
- d3dff_transform
- }
- }
-
-