cod4-sdk/raw/techniques/lm_sm_sun_r0c0n0s0t1c1n1s1b2c2d2n2_nc_sm3.tech
2008-01-19 00:00:00 +00:00

39 lines
1.1 KiB
Text

{
stateMap "default";
vertexShader 3.0 "lm_sm_sun_s_tc0n0_tc1n1_tc2n2_nc_sm3.hlsl"
{
}
pixelShader 3.0 "lm_sm_sun_r0c0n0s0t1c1n1s1b2c2d2n2_nc_sm3.hlsl"
{
colorMapSampler = material.colorMap;
colorTint = material.colorTint;
normalMapSampler = material.normalMap;
specularMapSampler = material.specularMap;
envMapParms = material.envMapParms;
colorMapSampler1 = material.colorMap1;
colorTint1 = material.colorTint1;
normalMapSampler1 = material.normalMap1;
specularMapSampler1 = material.specularMap1;
envMapParms1 = material.envMapParms1;
colorMapSampler2 = material.colorMap2;
colorTint2 = material.colorTint2;
detailMapSampler2 = material.detailMap2;
detailScale2 = material.detailScale2;
normalMapSampler2 = material.normalMap2;
}
vertex.position = code.position;
vertex.normal = code.normal;
vertex.color[0] = code.color;
vertex.texcoord[0] = code.texcoord[0];
vertex.texcoord[2] = code.tangent;
vertex.texcoord[3] = code.texcoord[1];
vertex.texcoord[5] = code.normalTransform[0];
vertex.texcoord[6] = code.normalTransform[1];
}