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

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2008-05-29 00:00:00 +00:00
renderProgram ambient/basic_detailwm {
hwSkinningVersion ambient/basic_skinning_matrix_detailwm ambient/basic_hardskinning_matrix_detailwm
instanceVersion ambient/basic_instance
lodVersion ambient/basic
state force {
depthFunc less // so it behaves like a proper depth fill pass
}
machineSpec 3
fallBack ambient/basic
program vertex reference ambient/basic_detail
program fragment arb { <%
$define enable_detail
$define enable_detailweight_tex
$define enable_bumpdetail
$define enable_diffdetail
$define enable_specdetail
$include "interaction/basic_ambient_fragment.inc"
%> }
}
renderProgram ambient/basic_skinning_matrix_detailwm {
lodVersion ambient/basic_skinning_matrix
state force {
depthFunc less
}
program vertex reference ambient/basic_skinning_matrix_detail
program fragment reference ambient/basic_detailwm
}
renderProgram ambient/basic_hardskinning_matrix_detailwm {
lodVersion ambient/basic_hardskinning_matrix
state force {
depthFunc less
}
program vertex reference ambient/basic_hardskinning_matrix_detail
program fragment reference ambient/basic_detailwm
}
renderProgram interaction/basic_detailwm {
interaction
amblitVersion interaction/basic_detailwm_amblit
ambientVersion ambient/basic_detailwm
hwSkinningVersion interaction/basic_skinning_matrix_detailwm interaction/basic_hardskinning_matrix_detailwm
lodVersion interaction/basic
instanceVersion interaction/basic_instance
machineSpec 3
fallBack interaction/basic
state {
depthFunc equal
maskDepth
blend GL_ONE, GL_ONE
}
program vertex reference interaction/basic_detail
program fragment arb { <%
$define enable_detail
$define enable_detailweight_tex
$define enable_bumpdetail
$define enable_detaildetail
$define enable_specdetail
$include "interaction/basic_fragment.inc"
%> }
}
renderProgram interaction/basic_detailwm_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_detail
program fragment arb { <%
$define amblit
$define ambient
$define enable_detail
$define enable_detailweight_tex
$define enable_bumpdetail
$define enable_detaildetail
$define enable_specdetail
$include "interaction/basic_fragment.inc"
%> }
}
renderProgram interaction/basic_skinning_matrix_detailwm {
interaction
amblitVersion interaction/basic_skinning_matrix_detailwm_amblit
ambientVersion ambient/basic_skinning_matrix_detailwm
lodVersion interaction/basic_skinning_matrix
machineSpec 3
fallBack interaction/basic_skinning_matrix
state {
depthFunc equal
maskDepth
blend GL_ONE, GL_ONE
}
program vertex reference interaction/basic_skinning_matrix_detail
program fragment reference interaction/basic_detailwm
}
renderProgram interaction/basic_skinning_matrix_detailwm_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_skinning_matrix_detail
program fragment reference interaction/basic_detailwm_amblit
}
renderProgram interaction/basic_hardskinning_matrix_detailwm {
interaction
amblitVersion interaction/basic_hardskinning_matrix_detailwm_amblit
ambientVersion ambient/basic_hardskinning_matrix_detailwm
lodVersion interaction/basic_hardskinning_matrix
machineSpec 3
fallBack interaction/basic_hardskinning_matrix
state {
depthFunc equal
maskDepth
blend GL_ONE, GL_ONE
}
program vertex reference interaction/basic_hardskinning_matrix_detail
program fragment reference interaction/basic_detailwm
}
renderProgram interaction/basic_hardskinning_matrix_detailwm_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_hardskinning_matrix_detail
program fragment reference interaction/basic_detailwm_amblit
}
renderProgram ambient/basic_detailwm_alphatest {
hwSkinningVersion ambient/basic_skinning_matrix_detailwm_alphatest ambient/basic_hardskinning_matrix_detailwm_alphatest
instanceVersion ambient/basic_alphatest_instance
lodVersion ambient/basic_alphatest
state force {
depthFunc less // so it behaves like a proper depth fill pass
}
program vertex reference ambient/basic_detail
program fragment arb { <%
$define enable_detail
$define enable_detailweight_tex
$define enable_bumpdetail
$define enable_detaildetail
$define enable_specdetail
$define alphatest_kill
$include "interaction/basic_ambient_fragment.inc"
%> }
}
renderProgram ambient/basic_skinning_matrix_detailwm_alphatest {
lodVersion ambient/basic_skinning_matrix_alphatest
state force {
depthFunc less
}
program vertex reference ambient/basic_skinning_matrix_detail
program fragment reference ambient/basic_detailwm_alphatest
}
renderProgram ambient/basic_hardskinning_matrix_detailwm_alphatest {
lodVersion ambient/basic_hardskinning_matrix_alphatest
state force {
depthFunc less
}
program vertex reference ambient/basic_hardskinning_matrix_detail
program fragment reference ambient/basic_detailwm_alphatest
}
renderProgram interaction/basic_detailwm_alphatest {
interaction
amblitVersion interaction/basic_detailwm_alphatest_amblit
ambientVersion ambient/basic_detailwm_alphatest
hwSkinningVersion interaction/basic_skinning_matrix_detailwm_alphatest interaction/basic_hardskinning_matrix_detailwm_alphatest
instanceVersion interaction/basic_alphatest_instance
lodVersion interaction/basic_alphatest
state {
depthFunc equal
maskDepth
blend GL_ONE, GL_ONE
}
program vertex reference interaction/basic_detail
program fragment arb { <%
$define enable_detail
$define enable_detailweight_tex
$define enable_bumpdetail
$define enable_detaildetail
$define enable_specdetail
$define alphatest_kill
$include "interaction/basic_fragment.inc"
%> }
}
renderProgram interaction/basic_detailwm_alphatest_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_detail
program fragment arb { <%
$define amblit
$define ambient
$define enable_detail
$define enable_detailweight_tex
$define enable_bumpdetail
$define enable_detaildetail
$define enable_specdetail
$define alphatest_kill
$include "interaction/basic_fragment.inc"
%> }
}
renderProgram interaction/basic_skinning_matrix_detailwm_alphatest {
interaction
amblitVersion interaction/basic_skinning_matrix_detailwm_alphatest_amblit
ambientVersion ambient/basic_skinning_matrix_detailwm_alphatest
lodVersion interaction/basic_skinning_matrix_alphatest
state {
depthFunc equal
maskDepth
blend GL_ONE, GL_ONE
}
program vertex reference interaction/basic_skinning_matrix_detail
program fragment reference interaction/basic_detailwm_alphatest
}
renderProgram interaction/basic_skinning_matrix_detailwm_alphatest_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_skinning_matrix_detail
program fragment reference interaction/basic_detailwm_alphatest_amblit
}
renderProgram interaction/basic_hardskinning_matrix_detailwm_alphatest {
interaction
amblitVersion interaction/basic_hardskinning_matrix_detailwm_alphatest_amblit
ambientVersion ambient/basic_hardskinning_matrix_detailwm_alphatest
lodVersion interaction/basic_hardskinning_matrix_alphatest
state {
depthFunc equal
maskDepth
blend GL_ONE, GL_ONE
}
program vertex reference interaction/basic_hardskinning_matrix_detail
program fragment reference interaction/basic_detailwm_alphatest
}
renderProgram interaction/basic_hardskinning_matrix_detailwm_alphatest_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_hardskinning_matrix_detail
program fragment reference interaction/basic_detailwm_alphatest_amblit
}