474 lines
19 KiB
C++
474 lines
19 KiB
C++
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const char g_default[] =
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"// Default Shader\n"
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"// Restores all default DirectX 9 renderstates\n"
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"// (c)2003 Virtools\n"
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"\n"
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"// The Default Shader is not saved and thus cannot be modified.\n"
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"// This is for coherence reason (from one .cmo to another the default\n"
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"// rendering will always be the same).\n"
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"\n"
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"// Beneath you'll find the list of all Automatics parameters known by Virtools.\n"
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"// Even though they aren't used by the Default Shader, they appear here \n"
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"// to help you remember the Semantics syntax.\n"
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"\n"
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"#if 0 // Skip Below Parameters During Compilation of Default Shader\n"
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"\n"
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"//--- Automatic Parameters\n"
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"\n"
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"float4x4 world : World; // Object World Matrix\n"
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"float4x4 view : View; // View Matrix\n"
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"float4x4 projection : Projection; // Projection Matrix\n"
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"float4x4 worldView : WorldView; // World x View Matrix\n"
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"float4x4 viewProj : ViewProjection; // View x Proj. Matrix\n"
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"float4x4 wvp : WorldViewProjection; // World x View x Proj. Matrix\n"
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"\n"
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"float3 objPos : ObjectPos; // Object Position\n"
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"float3 oBjPos : Position; // Synonym\n"
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"float3 eyePos : EyePos; // Camera World Position\n"
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"float3 camPos : CamPos; // Synonym\n"
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"float3 wcp : WorldCameraPosition; // Synonym\n"
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"float3 wCP : World_Camera_Position; // Synonym\n"
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"\n"
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"float3 bbMax : BoundingBoxMax; // Bounding Box Maximum\n"
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"float3 bBMax : Local_BBox_Max; // Synonym\n"
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"float3 bBMAx : LocalBBoxMax; // Synonym\n"
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"float3 bbMin : BoundingBoxMin; // Bounding Box Minimum\n"
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"float3 bBMin : Local_BBox_Min; // Synonym\n"
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"float3 bBMIn : LocalBBoxMin; // Synonym\n"
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"float3 bbSize : BoundingBoxSize; // Bounding Box Size\n"
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"float3 bBSize : Local_BBox_Size; // Synonym\n"
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"float3 bbSIze : LocalBBoxSize; // Synonym\n"
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"float3 bbCenter : BoundingCenter; // Bounding Box Center\n"
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"float bsSize : BoundingSphereSize;// Bounding Sphere Size\n"
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"float bsMinR : BoundingSphereMin; // Bounding Sphere Minimum Radius\n"
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"float bsMaxR : BoundingSphereMax; // Bounding Sphere Maximum Radius\n"
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"\n"
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"int passCount : PassCount; // Shader's pass count\n"
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"int passIndex : PassIndex; // Current rendering pass index\n"
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"\n"
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"float4 diff : Diffuse; // Material's Diffuse Color\n"
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"float4 emis : Emissive; // Material's Emissive Color\n"
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"float4 spec : Specular; // Material's Specular Color\n"
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"float4 ambi : Ambient; // Material's Ambient Color\n"
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"float power : SpecularPower; // Material's Specular Power Value\n"
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"float pOwer : Power; // Synonym\n"
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"\n"
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"texture tex_ : Texture; // Material's Texture\n"
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"\n"
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"texture tex0 : Texture0; // Texture of Channel 0\n"
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"texture tex1 : Texture1; // Texture of Channel 1\n"
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"texture tex2 : Texture2; // Texture of Channel 2\n"
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"texture tex3 : Texture3; // Texture of Channel 3\n"
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"texture tex4 : Texture4; // Texture of Channel 4\n"
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"texture tex5 : Texture5; // Texture of Channel 5\n"
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"texture tex6 : Texture6; // Texture of Channel 6\n"
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"texture tex7 : Texture7; // Texture of Channel 7\n"
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"\n"
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"float2 texSize : TexelSize; // Texel Size of the last texture parsed in the shader\n"
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"\n"
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"float time : Time; // Time elapsed since play event (in sec)\n"
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"float lastTime : LastTime; // Last simulation time in seconds (in sec)\n"
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"float elapsedTime : ElapsedTime; // Last delta time (in sec)\n"
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"\n"
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"float3 posLight : NearestLight; // Nearest Light's Position\n"
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"float4x4 matLight : NearestLight; // Nearest Light's World Matrix\n"
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"float4 colLight : NearestLight; // Nearest Light's Color\n"
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"float rangeLight : NearestLight; // Nearest Light's Range\n"
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"int lightCount : NearestLight; // Number of active lights in the scene\n"
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"\n"
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"float randValue : Random; // Random number in range [0.0 - 1.0]\n"
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"float4 glbAmbient : GlobalAmbient;// Global ambient color\n"
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"\n"
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"float4x3 bones[1] : Bones; // Bones Matrices Array\n"
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"float4x3 boNes[1] : Joint; // Synonym\n"
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"\n"
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"float3x4 tBones[1] : TBones; // Transposed Bones Matrices Array\n"
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"float3x4 tBoNes[1] : TJoint; // Synonym\n"
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"\n"
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"float4x3 rBones[1] : RBones; // Index of the register where bones matrices will be copied\n"
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"float4x3 rBoNes[1] : RJoint; // Synonym\n"
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"\n"
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"float3x4 rTBones[1] : RTBones; // Index of the register where transposed bones matrices of the skinned character will be copied\n"
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"float3x4 rTBoNes[1] : RTJoint; // Synonym\n"
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"\n"
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"int boneCountPV : BonesPerVertex; // Maximum number of bones per vertex\n"
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"int boneCOuntPV : JointPerVertex; // Synonym\n"
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"\n"
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"\n"
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"//--- Inversed and Transposed Matrices\n"
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"\n"
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"float4x4 tWorld : TWorld; // Transposed Object World Matrix\n"
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"float4x4 tView : TView; // Transposed View Matrix\n"
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"float4x4 tProjection : TProjection; // Transposed Projection Matrix\n"
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"float4x4 tWorldView : TWorldView; // Transposed World x View Matrix\n"
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"float4x4 tViewProj : TViewProjection; // Transposed View x Proj. Matrix\n"
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"float4x4 tWvp : TWorldViewProjection;// Transposed World x View x Proj. Matrix\n"
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"\n"
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"float4x4 invWorld : Inv_World; // Inversed Object World Matrix\n"
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"float4x4 invWOrLd : IWorld; // Synonym\n"
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"float4x4 invWOrld : WorldI; // Synonym\n"
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"float4x4 invWORld : WorldInverse; // Synonym\n"
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"\n"
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"float4x4 invView : Inv_View; // Inversed View Matrix\n"
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"float4x4 invVIew : IView; // Synonym\n"
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"float4x4 invVIEw : ViewI; // Synonym\n"
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"float4x4 invVIEW : ViewInverse; // Synonym\n"
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"\n"
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"float4x4 invProjection : Inv_Projection; // Inversed Projection Matrix\n"
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"float4x4 invPrOjection : IProjection; // Synonym\n"
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"float4x4 invProJection : ProjectionI; // Synonym\n"
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"float4x4 invProjEction : ProjectionInverse; // Synonym\n"
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"\n"
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"float4x4 invWorldView : Inv_WorldView; // Inversed World x View Matrix\n"
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"float4x4 invWOrldView : IWorldView; // Synonym\n"
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"float4x4 invWoRldView : WorldViewI; // Synonym\n"
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"float4x4 invWorLdView : WorldViewInverse; // Synonym\n"
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"\n"
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"float4x4 invVIewProj : Inv_ViewProjection; // Inversed View x Proj. Matrix\n"
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"float4x4 invViEwProj : IViewProjection; // Synonym\n"
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"float4x4 invVieWProj : ViewProjectionI; // Synonym\n"
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"float4x4 invViewProj : ViewProjectionInverse; // Synonym\n"
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"\n"
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"float4x4 invWvp : Inv_WorldViewProjection; // Inversed World x View x Proj. Matrix\n"
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"float4x4 invWVp : IWorldViewProjection; // Synonym\n"
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"float4x4 invWvP : WorldViewProjectionI; // Synonym\n"
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"float4x4 invWVP : WorldViewProjectionInverse; // Synonym\n"
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"\n"
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"float4x4 invTWorld : Inv_TWorld; // Transposed Inversed Object World Matrix\n"
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"float4x4 invTWOrLd : ITWorld; // Synonym\n"
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"float4x4 invTWOrld : WorldIT; // Synonym\n"
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"float4x4 invTWORld : WorldInverseTranspose; // Synonym\n"
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"\n"
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"float4x4 invTView : Inv_TView; // Transposed Inversed View Matrix\n"
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"float4x4 invTVIew : ITView; // Synonym\n"
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"float4x4 invTViEw : ViewIT; // Synonym\n"
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"float4x4 invTVieW : ViewInverseTranspose; // Synonym\n"
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"\n"
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"float4x4 invTPrOjection: Inv_TProjection; // Transposed Inversed Projection Matrix\n"
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"float4x4 invTProJection: ITProjection; // Synonym\n"
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"float4x4 invTProjEction: ProjectionIT; // Synonym\n"
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"float4x4 invTProjeCtion: ProjectionInverseTranspose;// Synonym\n"
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"\n"
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"float4x4 invTWorldView : Inv_TWorldView; // Transposed Inversed World x View Matrix\n"
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"float4x4 invTWOrLdView : ITWorldView; // Synonym\n"
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"float4x4 invTWOrldView : WorldViewIT; // Synonym\n"
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"float4x4 invTWORldView : WorldViewInverseTranspose;// Synonym\n"
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"\n"
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"float4x4 invTViewProj : Inv_TViewProjection; // Transposed Inversed View x Proj. Matrix\n"
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"float4x4 invTVieWProj : ITViewProjection; // Synonym\n"
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"float4x4 invTViEwProj : ViewProjectionIT; // Synonym\n"
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"float4x4 invTViewPrOj : ViewProjectionInverseTranspose;// Synonym\n"
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"\n"
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"float4x4 invTWvp : Inv_TWorldViewProjection; // Transposed Inversed World x View x Proj. Matrix\n"
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"float4x4 invTWVp : ITWorldViewProjection; // Synonym\n"
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"float4x4 invTWvP : WorldViewProjectionIT; // Synonym\n"
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"float4x4 invTWVP : WorldViewProjectionInverseTranspose;// Synonym\n"
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"\n"
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"\n"
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"//--- Available Annotations\n"
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"\n"
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"float3 entPos <string Type=\"Geometry\";>; // Exposed as a 3D Entity\n"
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"float3 entPOs <string Type=\"Entity3D\";>; // Synonym\n"
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"float3 entPoS <string Type=\"3DEntity\";>; // Synonym\n"
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"\n"
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"float3 litPos <string Type=\"Light\";>; // Exposed as a Light\n"
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"float3 camPOs <string Type=\"Camera\";>; // Exposed as a Camera\n"
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"\n"
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"float4 pos4 <string Type=\"Vector\";>; // Exposed as a 4D vector\n"
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"\n"
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"float2 texSIze <bool IsTexelSize=true;>; // Previous texture's texel size\n"
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"\n"
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"float3 localCamPos : CamPos <string Space=\"Local\";>; // Camera's Position in Local Space\n"
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"\n"
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"float lightRange : NearestLight <int Nearest=3;>;// Range of the 3th nearest light\n"
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"float3 lightPos : NearestLight <bool Sort=false;>; // Position of the first light given by the 3D engine\n"
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"float4 lightCol : NearestLight <float4 Default={0,1,0,0};>; // Color of the nearest light, of green if no light exist\n"
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"\n"
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"texture myTexture <string Name=\"brick\";>; // Get texture named \"brick\"\n"
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"texture myTExture <string ResourceName=\"images/brick.jpg\";>; // Load texture \"images/brick.jpg\"\n"
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"\n"
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"texture myTeXture <\n"
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" string Function=\"WoodFct\"; // Call function WoodFct() to build the texture\n"
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" string ResourceType=\"3D\"; // Procedural texture type\n"
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" string Target=\"tx_1_0\"; // Procedural texture profile\n"
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" int Width=64; // Procedural texture width\n"
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" int Height=64; // Procedural texture height\n"
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" int Depth=64; // Procedural texture depth\n"
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" float4 Dimensions={64,64,64,0};// Procedural texture dimensions\n"
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" string Format=\"A8R8G8B8\"; // Procedural texture format\n"
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" int MipLevels=0; // Procedural texture mipmap levels\n"
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">;\n"
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"\n"
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"float myValue < float UIMin=5; float UIMax=10;>; // Exposed as a float slider\n"
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"\n"
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"technique t <\n"
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" bool NeedTangentSpace = true; // Force tangent space to be built\n"
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" bool NeedColorAndNormal= true; // Send Color and Normals to the stream\n"
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">\n"
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"{\n"
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" pass p\n"
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" {\n"
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" }\n"
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"}\n"
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"\n"
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"#endif\n"
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"\n"
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"\n"
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"// Use the code below as a reference to common states.\n"
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"// If a shader does not modify a state then the state\n"
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"// will remain to its initial value defined below.\n"
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"\n"
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"static const float4x4 id4x4 = {\n"
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" {1, 0, 0, 0},\n"
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" {0, 1, 0, 0},\n"
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" {0, 0, 1, 0},\n"
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" {0, 0, 0, 1}\n"
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"};\n"
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"\n"
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"technique Default\n"
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"{\n"
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" pass Restore\n"
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" {\n"
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" //---------------------------------------------------------------------\n"
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" // Transform states\n"
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" // WorldTransform, ViewTransform, ProjectionTransform are automatically\n"
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" // set from within Virtools 3d engine.\n"
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" //---------------------------------------------------------------------\n"
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"\n"
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#ifndef _XBOX
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" //---------------------------------------------------------------------\n"
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" // Light states\n"
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" //\n"
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" // Warning: With LightEnable[n] = false, the compiler skips all other\n"
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" // light states. So even if the default light state LightRange is set to\n"
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" // 1000, it will be 0 !\n"
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" // That is why you must explicitly set light state in order to see light\n"
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" // shine. Do not forget to set:\n"
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" // - LightEnable[0] = true;\n"
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" // - LightAttenuation0[0] = greater than 0 (like 1);\n"
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" // - LightDiffuse[0] = non-black color;\n"
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" // - LightRange[0] = greater than 0 (like 1000);\n"
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" //---------------------------------------------------------------------\n"
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" LightEnable[0] = false;\n"
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" \n"
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" LightAmbient[0] = {0, 0, 0, 0};\n"
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" LightAttenuation0[0] = 0;\n"
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" LightAttenuation1[0] = 0;\n"
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" LightAttenuation2[0] = 0;\n"
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" LightDiffuse[0] = {0, 0, 0, 0};\n"
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" LightDirection[0] = {0, 0, 1};\n"
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" LightFalloff[0] = 1.0;\n"
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" LightPhi[0] = 0;\n"
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" LightPosition[0] = {0, 0, 0};\n"
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" LightRange[0] = 0;\n"
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" LightSpecular[0] = {0, 0, 0};\n"
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" LightTheta[0] = 0;\n"
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" LightType[0] = DIRECTIONAL;\n"
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"\n"
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" //---------------------------------------------------------------------\n"
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" // Material states\n"
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" //---------------------------------------------------------------------\n"
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" MaterialAmbient = {0, 0, 0, 0};\n"
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" MaterialDiffuse = {0, 0, 0, 0};\n"
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" MaterialEmissive = {0, 0, 0, 0};\n"
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" MaterialPower = 0;\n"
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" MaterialSpecular = {0, 0, 0, 0};\n"
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"\n"
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" //---------------------------------------------------------------------\n"
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" // Renderstates/Vertex Pipeline\n"
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" //---------------------------------------------------------------------\n"
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" Ambient = {0, 0, 0, 0};\n"
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" AmbientMaterialSource = MATERIAL;\n"
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" Clipping = false;\n"
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#endif
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" ClipPlaneEnable = 0;\n"
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#ifndef _XBOX
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" ColorVertex = false;\n"
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#endif
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" CullMode = CCW;\n"
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#ifndef _XBOX
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" DiffuseMaterialSource = COLOR1;\n"
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" EmissiveMaterialSource = MATERIAL;\n"
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" FogColor = {0, 0, 0 ,0};\n"
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" FogDensity = 1.0;\n"
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" FogEnable = false;\n"
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" FogEnd = 1.0;\n"
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" FogStart = 0;\n"
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" FogTableMode = NONE;\n"
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" FogVertexMode = NONE;\n"
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" IndexedVertexBlendEnable = false;\n"
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" Lighting = true;\n"
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" LocalViewer = true;\n"
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#endif
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" MultiSampleAntialias = true;\n"
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" MultiSampleMask = 0xFFFFFFFF;\n"
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#ifndef _XBOX
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" NormalizeNormals = false;\n"
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" PatchSegments = 0;\n"
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" PointScale_A = 1.0;\n"
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" PointScale_B = 0;\n"
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" PointScale_C = 0;\n"
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" PointScaleEnable = false;\n"
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#endif
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" PointSize = 1.0;\n"
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" PointSize_Min = 1.0;\n"
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" PointSize_Max = 64.0;\n"
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" PointSpriteEnable = false;\n"
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#ifndef _XBOX
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" RangeFogEnable = 0;\n"
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" SpecularEnable = false;\n"
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" SpecularMaterialSource = COLOR2;\n"
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" TweenFactor = 0;\n"
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" VertexBlend = DISABLE;\n"
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#endif
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"\n"
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" //---------------------------------------------------------------------\n"
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" // Renderstates/Pixel Pipeline\n"
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" //---------------------------------------------------------------------\n"
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" AlphaBlendEnable = false;\n"
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" AlphaFunc = ALWAYS;\n"
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" AlphaRef = 0;\n"
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" AlphaTestEnable = false;\n"
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" BlendOp = ADD;\n"
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" ColorWriteEnable = RED | GREEN | BLUE | ALPHA;\n"
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" DepthBias = 0;\n"
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" DestBlend = ZERO;\n"
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#ifndef _XBOX
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" DitherEnable = false;\n"
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#endif
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" FillMode = SOLID;\n"
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#ifndef _XBOX
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" LastPixel = true;\n"
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" ShadeMode = GOURAUD;\n"
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#endif
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" SrcBlend = ONE;\n"
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" StencilEnable = false;\n"
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" StencilFail = KEEP;\n"
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" StencilFunc = ALWAYS;\n"
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" StencilMask = 0xFFFFFFFF;\n"
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" StencilPass = KEEP;\n"
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" StencilRef = 0;\n"
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" StencilWriteMask = 0xFFFFFFFF;\n"
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" StencilZFail = KEEP;\n"
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#ifndef _XBOX
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" TextureFactor = 0xFFFFFFFF;\n"
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#endif
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" Wrap0 = 0;\n"
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" Wrap1 = 0;\n"
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" Wrap2 = 0;\n"
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" Wrap3 = 0;\n"
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" Wrap4 = 0;\n"
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" Wrap5 = 0;\n"
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" Wrap6 = 0;\n"
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" Wrap7 = 0;\n"
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" Wrap8 = 0;\n"
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" Wrap9 = 0;\n"
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" Wrap10 = 0;\n"
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" Wrap11 = 0;\n"
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" Wrap12 = 0;\n"
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" Wrap13 = 0;\n"
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" Wrap14 = 0;\n"
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" Wrap15 = 0;\n"
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" ZEnable = true;\n"
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" ZFunc = LESSEQUAL;\n"
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" ZWriteEnable = true;\n"
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"\n"
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" //---------------------------------------------------------------------\n"
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" // Sample states\n"
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" //---------------------------------------------------------------------\n"
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" AddressU[0] = WRAP;\n"
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" AddressV[0] = WRAP;\n"
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" AddressW[0] = WRAP;\n"
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" BorderColor[0] = {0, 0, 0, 0};\n"
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" MagFilter[0] = LINEAR;\n"
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" MaxAnisotropy[0] = 1;\n"
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" MaxMipLevel[0] = 0;\n"
|
|
" MinFilter[0] = LINEAR;\n"
|
|
" MipFilter[0] = POINT;\n"
|
|
" MipMapLodBias[0] = 0;\n"
|
|
#ifndef _XBOX
|
|
" SRGBTexture[0] = 0;\n"
|
|
#endif
|
|
"\n"
|
|
" //---------------------------------------------------------------------\n"
|
|
" // Shaders\n"
|
|
" // PixelShaderConstants and VertexShaderConstants are unchanged\n"
|
|
" //---------------------------------------------------------------------\n"
|
|
" VertexShader = NULL;\n"
|
|
" PixelShader = NULL;\n"
|
|
"\n"
|
|
" //---------------------------------------------------------------------\n"
|
|
" // Texture states/Textures\n"
|
|
" //---------------------------------------------------------------------\n"
|
|
" Texture[0] = NULL;\n"
|
|
" Texture[1] = NULL;\n"
|
|
" Texture[2] = NULL;\n"
|
|
" Texture[3] = NULL;\n"
|
|
" Texture[4] = NULL;\n"
|
|
" Texture[5] = NULL;\n"
|
|
" Texture[6] = NULL;\n"
|
|
" Texture[7] = NULL;\n"
|
|
"\n"
|
|
#ifndef _XBOX
|
|
" //---------------------------------------------------------------------\n"
|
|
" // Texture states/Texture stages\n"
|
|
" //---------------------------------------------------------------------\n"
|
|
" AlphaOp[0] = SELECTARG1;\n"
|
|
" AlphaArg0[0] = CURRENT;\n"
|
|
" AlphaArg1[0] = TEXTURE;\n"
|
|
" AlphaArg2[0] = CURRENT;\n"
|
|
" ColorOp[0] = MODULATE;\n"
|
|
" ColorArg0[0] = CURRENT;\n"
|
|
" ColorArg1[0] = TEXTURE;\n"
|
|
" ColorArg2[0] = CURRENT;\n"
|
|
" BumpEnvLScale[0] = 0;\n"
|
|
" BumpEnvLOffset[0] = 0;\n"
|
|
" BumpEnvMat00[0] = 0;\n"
|
|
" BumpEnvMat01[0] = 0;\n"
|
|
" BumpEnvMat10[0] = 0;\n"
|
|
" BumpEnvMat11[0] = 0;\n"
|
|
" ResultArg[0] = CURRENT;\n"
|
|
" \n"
|
|
" AlphaOp[1] = DISABLE;\n"
|
|
" ColorOp[1] = DISABLE;\n"
|
|
" AlphaOp[2] = DISABLE;\n"
|
|
" ColorOp[2] = DISABLE;\n"
|
|
" AlphaOp[3] = DISABLE;\n"
|
|
" ColorOp[3] = DISABLE;\n"
|
|
" AlphaOp[4] = DISABLE;\n"
|
|
" ColorOp[4] = DISABLE;\n"
|
|
"\n"
|
|
|
|
" //---------------------------------------------------------------------\n"
|
|
" // Texture states/Texture coordinates\n"
|
|
" //---------------------------------------------------------------------\n"
|
|
" TexCoordIndex[0] = 0;\n"
|
|
" TextureTransformFlags[0] = DISABLE;\n"
|
|
" TextureTransform[0] = <id4x4>;\n"
|
|
" TexCoordIndex[1] = 1;\n"
|
|
" TextureTransformFlags[1] = DISABLE;\n"
|
|
" TextureTransform[1] = <id4x4>;\n"
|
|
" TexCoordIndex[2] = 2;\n"
|
|
" TextureTransformFlags[2] = DISABLE;\n"
|
|
" TextureTransform[2] = <id4x4>;\n"
|
|
" TexCoordIndex[3] = 3;\n"
|
|
" TextureTransformFlags[3] = DISABLE;\n"
|
|
" TextureTransform[3] = <id4x4>;\n"
|
|
" TexCoordIndex[4] = 4;\n"
|
|
" TextureTransformFlags[4] = DISABLE;\n"
|
|
" TextureTransform[4] = <id4x4>;\n"
|
|
" TexCoordIndex[5] = 5;\n"
|
|
" TextureTransformFlags[5] = DISABLE;\n"
|
|
" TextureTransform[5] = <id4x4>;\n"
|
|
" TexCoordIndex[6] = 6;\n"
|
|
" TextureTransformFlags[6] = DISABLE;\n"
|
|
" TextureTransform[6] = <id4x4>;\n"
|
|
" TexCoordIndex[7] = 7;\n"
|
|
" TextureTransformFlags[7] = DISABLE;\n"
|
|
" TextureTransform[7] = <id4x4>;\n"
|
|
#endif
|
|
" }\n"
|
|
"}\n"
|
|
;
|