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

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2008-05-29 00:00:00 +00:00
renderProgram ambient/basic {
hwSkinningVersion ambient/basic_skinning_matrix ambient/basic_hardskinning_matrix
instanceVersion ambient/basic_instance
coverageVersion ambient/basic_coverage
machineSpec 1
fallBack ambient/basic_fallback
state force {
depthFunc less // so it behaves like a proper depth fill pass
}
program vertex arb { <%
$include "interaction/basic_ambient_vertex.inc"
%> }
program fragment arb { <%
$include "interaction/basic_ambient_fragment.inc"
%> }
}
renderProgram ambient/basic_fallback {
state force {
depthFunc less // so it behaves like a proper depth fill pass
}
program vertex arb { <%
$include "interaction/basic_ambient_vertex_fallback.inc"
%> }
program fragment arb { <%
$include "interaction/basic_ambient_fragment_fallback.inc"
%> }
}
renderProgram ambient/basic_coverage {
state force {
depthFunc less // so it behaves like a proper depth fill pass
}
machineSpec 1
fallBack ambient/basic_coverage_fallback
program vertex reference ambient/basic
program fragment arb { <%
$define r_useDitherMask
$include "interaction/basic_ambient_fragment.inc"
%> }
}
renderProgram ambient/basic_coverage_fallback {
state force {
depthFunc less // so it behaves like a proper depth fill pass
}
program vertex reference ambient/basic_fallback
program fragment arb { <%
$define r_useDitherMask
$include "interaction/basic_ambient_fragment_fallback.inc"
%> }
}
renderProgram ambient/basic_instance {
state force {
depthFunc less // so it behaves like a proper depth fill pass
}
machineSpec 1
fallBack ambient/basic_instance_fallback
program vertex arb { <%
$define instance
$include "interaction/basic_ambient_vertex.inc"
%> }
program fragment arb { <%
$define enable_instdither
$include "interaction/basic_ambient_fragment.inc"
%> }
}
renderProgram ambient/basic_instance_fallback {
state force {
depthFunc less // so it behaves like a proper depth fill pass
}
program vertex arb { <%
$define instance
$include "interaction/basic_ambient_vertex_fallback.inc"
%> }
program fragment arb { <%
$define enable_instdither
$include "interaction/basic_ambient_fragment_fallback.inc"
%> }
}
renderProgram ambient/basic_skinning_matrix {
state force {
depthFunc less
}
machineSpec 1
fallBack ambient/basic_skinning_matrix_fallback
program vertex arb { <%
$include "interaction/basic_ambient_skinning_matrix_vertex.inc"
%> }
program fragment reference ambient/basic
}
renderProgram ambient/basic_hardskinning_matrix {
state force {
depthFunc less
}
machineSpec 1
fallBack ambient/basic_hardskinning_matrix_fallback
program vertex arb { <%
$include "interaction/basic_ambient_hardskinning_matrix_vertex.inc"
%> }
program fragment reference ambient/basic
}
renderProgram ambient/basic_skinning_matrix_fallback {
state force {
depthFunc less
}
program vertex arb { <%
$include "interaction/basic_ambient_skinning_matrix_vertex_fallback.inc"
%> }
program fragment reference ambient/basic_fallback
}
renderProgram ambient/basic_hardskinning_matrix_fallback {
state force {
depthFunc less
}
program vertex arb { <%
$include "interaction/basic_ambient_hardskinning_matrix_vertex_fallback.inc"
%> }
program fragment reference ambient/basic_fallback
}
renderProgram interaction/basic {
interaction
amblitVersion interaction/basic_amblit
instanceVersion interaction/basic_instance
coverageVersion interaction/basic_coverage
ambientVersion ambient/basic
hwSkinningVersion interaction/basic_skinning_matrix interaction/basic_hardskinning_matrix
machineSpec 1
fallBack interaction/basic_fallback
state {
depthFunc equal
maskDepth
blend GL_ONE, GL_ONE
}
program vertex arb { <%
$include "interaction/basic_vertex.inc"
%> }
program fragment arb { <%
$include "interaction/basic_fragment.inc"
%> }
}
renderProgram interaction/basic_amblit {
state force {
depthFunc less
}
program vertex reference interaction/basic
program fragment arb { <%
$define ambient
$define amblit
$include "interaction/basic_fragment.inc"
%> }
}
renderProgram interaction/basic_fallback {
interaction
amblitVersion interaction/basic_fallback_amblit
state {
depthFunc equal
maskDepth
blend GL_ONE, GL_ONE
}
program vertex arb { <%
$include "interaction/basic_vertex_fallback.inc"
%> }
program fragment arb { <%
$include "interaction/basic_fragment_fallback.inc"
%> }
}
renderProgram interaction/basic_fallback_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_fallback
program fragment arb { <%
$define amblit
$define addambient
$include "interaction/basic_fragment_fallback.inc"
%> }
}
renderProgram interaction/basic_coverage {
interaction
amblitVersion interaction/basic_coverage_amblit
ambientVersion ambient/basic_coverage
machineSpec 1
fallBack interaction/basic_coverage_fallback
state {
depthFunc equal
maskDepth
blend GL_ONE, GL_ONE
}
program vertex reference interaction/basic
program fragment arb { <%
$define r_useDitherMask
$include "interaction/basic_fragment.inc"
%> }
}
renderProgram interaction/basic_coverage_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic
program fragment arb { <%
$define amblit
$define ambient
$define r_useDitherMask
$include "interaction/basic_fragment.inc"
%> }
}
renderProgram interaction/basic_coverage_fallback {
interaction
amblitVersion interaction/basic_coverage_fallback_amblit
ambientVersion ambient/basic_coverage_fallback
state {
depthFunc equal
maskDepth
blend GL_ONE, GL_ONE
}
program vertex reference interaction/basic_fallback
program fragment arb { <%
$define r_useDitherMask
$include "interaction/basic_fragment_fallback.inc"
%> }
}
renderProgram interaction/basic_coverage_fallback_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_fallback
program fragment arb { <%
$define amblit
$define addambient
$define r_useDitherMask
$include "interaction/basic_fragment_fallback.inc"
%> }
}
renderProgram interaction/basic_skinning_matrix {
interaction
amblitVersion interaction/basic_skinning_matrix_amblit
ambientVersion ambient/basic_skinning_matrix
machineSpec 1
fallBack interaction/basic_skinning_matrix_fallback
state {
depthFunc equal
maskDepth
blend GL_ONE, GL_ONE
}
program vertex arb { <%
$include "interaction/basic_skinning_matrix_vertex.inc"
%> }
program fragment reference interaction/basic
}
renderProgram interaction/basic_skinning_matrix_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_skinning_matrix
program fragment reference interaction/basic_amblit
}
renderProgram interaction/basic_hardskinning_matrix {
interaction
amblitVersion interaction/basic_hardskinning_matrix_amblit
ambientVersion ambient/basic_hardskinning_matrix
machineSpec 1
fallBack interaction/basic_hardskinning_matrix_fallback
state {
depthFunc equal
maskDepth
blend GL_ONE, GL_ONE
}
program vertex arb { <%
$include "interaction/basic_hardskinning_matrix_vertex.inc"
%> }
program fragment reference interaction/basic
}
renderProgram interaction/basic_hardskinning_matrix_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_hardskinning_matrix
program fragment reference interaction/basic_amblit
}
renderProgram interaction/basic_skinning_matrix_fallback {
interaction
amblitVersion interaction/basic_skinning_matrix_fallback_amblit
ambientVersion ambient/basic_skinning_matrix_fallback
state {
depthFunc equal
maskDepth
blend GL_ONE, GL_ONE
}
program vertex arb { <%
$include "interaction/basic_skinning_matrix_vertex_fallback.inc"
%> }
program fragment reference interaction/basic_fallback
}
renderProgram interaction/basic_hardskinning_matrix_fallback {
interaction
amblitVersion interaction/basic_hardskinning_matrix_fallback_amblit
ambientVersion ambient/basic_hardskinning_matrix_fallback
state {
depthFunc equal
maskDepth
blend GL_ONE, GL_ONE
}
program vertex arb { <%
$include "interaction/basic_hardskinning_matrix_vertex_fallback.inc"
%> }
program fragment reference interaction/basic_fallback
}
renderProgram interaction/basic_skinning_matrix_fallback_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_skinning_matrix_fallback
program fragment reference interaction/basic_fallback_amblit
}
renderProgram interaction/basic_hardskinning_matrix_fallback_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_hardskinning_matrix_fallback
program fragment reference interaction/basic_fallback_amblit
}
renderProgram interaction/basic_instance {
interaction
amblitVersion interaction/basic_instance_amblit
ambientVersion ambient/basic_instance
machineSpec 1
fallBack interaction/basic_instance_fallback
state {
depthFunc equal
maskDepth
blend GL_ONE, GL_ONE
}
program vertex arb { <%
$define instance
$include "interaction/basic_vertex.inc"
%> }
program fragment reference interaction/basic
}
renderProgram interaction/basic_instance_amblit {
interaction
state force {
depthFunc less
}
program vertex reference interaction/basic_instance
program fragment arb { <%
$define amblit
$define enable_instdither
$define ambient
$include "interaction/basic_fragment.inc"
%> }
// program fragment reference interaction/basic_amblit
}
renderProgram interaction/basic_instance_fallback {
interaction
amblitVersion interaction/basic_instance_fallback_amblit
state {
depthFunc equal
maskDepth
blend GL_ONE, GL_ONE
}
program vertex arb { <%
$define instance
$include "interaction/basic_vertex_fallback.inc"
%> }
program fragment reference interaction/basic_fallback
}
renderProgram interaction/basic_instance_fallback_amblit {
interaction
state force {
depthFunc less
}
program vertex arb { <%
$define instance
$include "interaction/basic_vertex_fallback.inc"
%> }
program fragment arb { <%
$define amblit
$define addambient
$define enable_instdither
$include "interaction/basic_fragment_fallback.inc"
%> }
}