etqw-sdk/base/renderprogs/interaction/basic_alphatest.rprog

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2008-05-29 00:00:00 +00:00
/****************************************
Alpha test version. This basically only needs a new fragment program during
the ambient depth fill rendering, but because use of this shader is determined
at parse time we need to recreate the whole tree.
****************************************/
renderProgram ambient/basic_alphatocoverage {
instanceVersion ambient/basic_alphatocoverage_instance
state force {
depthFunc less // so it behaves like a proper depth fill pass
}
program vertex reference ambient/basic
program fragment arb { <%
$define alphatest_alphatocoverage
$include "interaction/basic_ambient_fragment.inc"
%> }
}
renderProgram ambient/basic_alphatest {
hwSkinningVersion ambient/basic_skinning_matrix_alphatest ambient/basic_hardskinning_matrix_alphatest
instanceVersion ambient/basic_alphatest_instance
alphaToCoverageVersion ambient/basic_alphatocoverage
machineSpec 1
fallBack ambient/basic_alphatest_fallback
state force {
depthFunc less // so it behaves like a proper depth fill pass
}
program vertex reference ambient/basic
program fragment arb { <%
$define alphatest_kill
$include "interaction/basic_ambient_fragment.inc"
%> }
}
renderProgram ambient/basic_alphatest_fallback {
hwSkinningVersion ambient/basic_skinning_matrix_alphatest ambient/basic_hardskinning_matrix_alphatest
instanceVersion ambient/basic_alphatest_instance
state force {
depthFunc less // so it behaves like a proper depth fill pass
}
program vertex reference ambient/basic_fallback
program fragment arb { <%
$define alphatest_kill
$include "interaction/basic_ambient_fragment_fallback.inc"
%> }
}
renderProgram ambient/basic_alphatest_instance {
alphaToCoverageVersion ambient/basic_alphatocoverage_instance
state force {
depthFunc less // so it behaves like a proper depth fill pass
}
machineSpec 1
fallBack ambient/basic_alphatest_instance_fallback
program vertex reference ambient/basic_instance
//program fragment reference ambient/basic_alphatest
program fragment arb { <%
$define enable_instdither
$define alphatest_kill
$include "interaction/basic_ambient_fragment.inc"
%> }
}
renderProgram ambient/basic_alphatocoverage_instance {
state force {
depthFunc less // so it behaves like a proper depth fill pass
}
program vertex reference ambient/basic_instance
program fragment arb { <%
$define enable_instdither
$define alphatest_alphatocoverage
$include "interaction/basic_ambient_fragment.inc"
%> }
}
renderProgram ambient/basic_alphatest_instance_fallback {
state force {
depthFunc less // so it behaves like a proper depth fill pass
}
program vertex reference ambient/basic_instance_fallback
// program fragment reference ambient/basic_alphatest_fallback
program fragment arb { <%
$define enable_instdither
$define alphatest_kill
$include "interaction/basic_ambient_fragment_fallback.inc"
%> }
}
renderProgram ambient/basic_skinning_matrix_alphatest {
state force {
depthFunc less
}
program vertex reference ambient/basic_skinning_matrix
program fragment reference ambient/basic_alphatest
}
renderProgram ambient/basic_hardskinning_matrix_alphatest {
state force {
depthFunc less
}
program vertex reference ambient/basic_hardskinning_matrix
program fragment reference ambient/basic_alphatest
}
renderProgram interaction/basic_alphatest {
interaction
amblitVersion interaction/basic_alphatest_amblit
ambientVersion ambient/basic_alphatest
instanceVersion interaction/basic_alphatest_instance
hwSkinningVersion interaction/basic_skinning_matrix_alphatest interaction/basic_hardskinning_matrix_alphatest
machineSpec 1
fallBack interaction/basic_alphatest_fallback
state {
maskDepth
blend GL_ONE, GL_ONE
}
program vertex reference interaction/basic
program fragment reference interaction/basic
}
renderProgram interaction/basic_alphatest_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic
program fragment arb { <%
$define amblit
$define ambient
$define alphatest_kill
$include "interaction/basic_fragment.inc"
%> }
}
renderProgram interaction/basic_alphatest_fallback {
interaction
amblitVersion interaction/basic_alphatest_fallback_amblit
state {
maskDepth
blend GL_ONE, GL_ONE
}
program vertex reference interaction/basic_fallback
program fragment reference interaction/basic_fallback
}
renderProgram interaction/basic_alphatest_fallback_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_fallback
program fragment arb { <%
$define amblit
$define addambient
$define alphatest_kill
$include "interaction/basic_fragment_fallback.inc"
%> }
}
renderProgram interaction/basic_alphatest_instance {
interaction
amblitVersion interaction/basic_alphatest_instance_amblit
machineSpec 1
fallBack interaction/basic_alphatest_instance_fallback
state {
maskDepth
blend GL_ONE, GL_ONE
}
program vertex reference interaction/basic_instance
program fragment reference interaction/basic
}
renderProgram interaction/basic_alphatest_instance_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_instance
// program fragment reference interaction/basic_alphatest_amblit
program fragment arb { <%
$define amblit
$define enable_instdither
$define ambient
$define alphatest_kill
$include "interaction/basic_fragment.inc"
%> }
}
renderProgram interaction/basic_alphatest_instance_fallback {
interaction
amblitVersion interaction/basic_alphatest_instance_fallback_amblit
state {
maskDepth
blend GL_ONE, GL_ONE
}
program vertex reference interaction/basic_instance_fallback
program fragment reference interaction/basic_fallback
}
renderProgram interaction/basic_alphatest_instance_fallback_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_instance_fallback
// program fragment reference interaction/basic_alphatest_fallback_amblit
program fragment arb { <%
$define amblit
$define enable_instdither
$define addambient
$define alphatest_kill
$include "interaction/basic_fragment_fallback.inc"
%> }
}
renderProgram interaction/basic_skinning_matrix_alphatest {
interaction
amblitVersion interaction/basic_skinning_matrix_alphatest_amblit
ambientVersion ambient/basic_skinning_matrix_alphatest
state {
maskDepth
blend GL_ONE, GL_ONE
}
program vertex reference interaction/basic_skinning_matrix
program fragment reference interaction/basic
}
renderProgram interaction/basic_skinning_matrix_alphatest_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_skinning_matrix
program fragment reference interaction/basic_alphatest_amblit
}
renderProgram interaction/basic_hardskinning_matrix_alphatest {
interaction
amblitVersion interaction/basic_hardskinning_matrix_alphatest_amblit
ambientVersion ambient/basic_hardskinning_matrix_alphatest
state {
maskDepth
blend GL_ONE, GL_ONE
}
program vertex reference interaction/basic_hardskinning_matrix
program fragment reference interaction/basic
}
renderProgram interaction/basic_hardskinning_matrix_alphatest_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_hardskinning_matrix
program fragment reference interaction/basic_alphatest_amblit
}