852 lines
19 KiB
Plaintext
852 lines
19 KiB
Plaintext
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//
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// Interaction shader with self ilumination in the ambient pass
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//
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renderProgram ambient/selfillum {
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hwSkinningVersion ambient/selfillum_skinning_matrix ambient/selfillum_hardskinning_matrix
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instanceVersion ambient/selfillum_instance
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coverageVersion ambient/selfillum_coverage
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state force {
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depthFunc less // so it behaves like a proper depth fill pass
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}
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machineSpec 1
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fallBack ambient/selfillum_fallback
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program vertex reference ambient/basic
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program fragment arb { <%
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$define self_illum
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$include "interaction/basic_ambient_fragment.inc"
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%> }
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}
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renderProgram ambient/selfillum_fallback {
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state force {
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depthFunc less // so it behaves like a proper depth fill pass
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}
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program vertex reference ambient/basic
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program fragment arb { <%
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$define self_illum
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$include "interaction/basic_ambient_fragment_fallback.inc"
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%> }
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}
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renderProgram ambient/selfillum_coverage {
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state force {
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depthFunc less // so it behaves like a proper depth fill pass
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}
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machineSpec 1
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fallBack ambient/selfillum_coverage_fallback
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program vertex reference ambient/basic
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program fragment arb { <%
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$define self_illum
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$define r_useDitherMask
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$include "interaction/basic_ambient_fragment.inc"
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%> }
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}
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renderProgram ambient/selfillum_coverage_fallback {
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state force {
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depthFunc less // so it behaves like a proper depth fill pass
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}
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program vertex reference ambient/basic
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program fragment arb { <%
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$define self_illum
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$define r_useDitherMask
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$include "interaction/basic_ambient_fragment_fallback.inc"
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%> }
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}
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renderProgram ambient/selfillum_instance {
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state force {
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depthFunc less // so it behaves like a proper depth fill pass
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}
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machineSpec 1
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fallBack ambient/selfillum_instance_fallback
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program vertex reference ambient/basic_instance
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program fragment reference ambient/selfillum
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}
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renderProgram ambient/selfillum_instance_fallback {
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state force {
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depthFunc less // so it behaves like a proper depth fill pass
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}
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program vertex reference ambient/basic_instance_fallback
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program fragment reference ambient/selfillum_fallback
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}
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renderProgram ambient/selfillum_skinning_matrix {
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state force {
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depthFunc less // so it behaves like a proper depth fill pass
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}
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machineSpec 1
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fallBack ambient/selfillum_skinning_matrix_fallback
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program vertex reference ambient/basic_skinning_matrix
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program fragment reference ambient/selfillum
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}
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renderProgram ambient/selfillum_skinning_matrix_fallback {
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state force {
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depthFunc less // so it behaves like a proper depth fill pass
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}
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program vertex reference ambient/basic_skinning_matrix_fallback
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program fragment reference ambient/selfillum_fallback
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}
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renderProgram ambient/selfillum_hardskinning_matrix {
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state force {
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depthFunc less // so it behaves like a proper depth fill pass
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}
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machineSpec 1
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fallBack ambient/selfillum_hardskinning_matrix_fallback
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program vertex reference ambient/basic_hardskinning_matrix
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program fragment reference ambient/selfillum
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}
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renderProgram ambient/selfillum_hardskinning_matrix_fallback {
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state force {
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depthFunc less // so it behaves like a proper depth fill pass
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}
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program vertex reference ambient/basic_hardskinning_matrix_fallback
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program fragment reference ambient/selfillum_fallback
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}
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//
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// This basically just changes the ambient shader do do some extra work.
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// so all the per light interaction passes are just referencing the normal
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// ones.
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//
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renderProgram interaction/selfillum {
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interaction
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state {
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depthFunc lequal
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maskDepth
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blend GL_ONE, GL_ONE
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}
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amblitVersion interaction/selfillum_amblit
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ambientVersion ambient/selfillum
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hwSkinningVersion interaction/selfillum_skinning_matrix interaction/selfillum_hardskinning_matrix
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instanceVersion interaction/selfillum_instance
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coverageVersion interaction/selfillum_coverage
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machineSpec 1
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fallBack interaction/selfillum_fallback
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program vertex reference interaction/basic
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program fragment reference interaction/basic
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}
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renderProgram interaction/selfillum_fallback {
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interaction
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state {
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depthFunc lequal
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maskDepth
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blend GL_ONE, GL_ONE
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}
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amblitVersion interaction/selfillum_fallback_amblit
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program vertex reference interaction/basic_fallback
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program fragment reference interaction/basic_fallback
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}
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renderProgram interaction/selfillum_coverage {
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interaction
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amblitVersion interaction/selfillum_coverage_amblit
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state {
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depthFunc lequal
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maskDepth
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blend GL_ONE, GL_ONE
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}
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machineSpec 1
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fallBack interaction/selfillum_coverage_fallback
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program vertex reference interaction/basic
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program fragment reference interaction/basic_coverage
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}
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renderProgram interaction/selfillum_coverage_fallback {
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interaction
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amblitVersion interaction/selfillum_coverage_fallback_amblit
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state {
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depthFunc lequal
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maskDepth
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blend GL_ONE, GL_ONE
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}
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program vertex reference interaction/basic_fallback
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program fragment reference interaction/basic_coverage_fallback
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}
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renderProgram interaction/selfillum_coverage_amblit {
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interaction
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state force {
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depthFunc less
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}
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machineSpec 1
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fallBack interaction/selfillum_coverage_fallback_amblit
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program vertex reference interaction/basic
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program fragment reference interaction/basic_coverage_amblit
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}
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renderProgram interaction/selfillum_coverage_fallback_amblit {
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interaction
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state force {
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depthFunc less
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}
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program vertex reference interaction/basic_fallback
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program fragment reference interaction/basic_coverage_fallback_amblit
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}
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renderProgram interaction/selfillum_skinning_matrix {
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interaction
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amblitVersion interaction/selfillum_skinning_matrix_amblit
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state {
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depthFunc equal
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maskDepth
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blend GL_ONE, GL_ONE
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}
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machineSpec 1
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fallBack interaction/selfillum_skinning_matrix_fallback
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program vertex reference interaction/basic_skinning_matrix
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program fragment reference interaction/basic
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}
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renderProgram interaction/selfillum_skinning_matrix_amblit {
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interaction
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state force {
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depthFunc less
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}
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program vertex reference interaction/basic_skinning_matrix
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program fragment reference interaction/selfillum_amblit
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}
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renderProgram interaction/selfillum_skinning_matrix_fallback {
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interaction
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amblitVersion interaction/selfillum_skinning_matrix_fallback_amblit
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state {
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depthFunc equal
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maskDepth
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blend GL_ONE, GL_ONE
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}
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program vertex reference interaction/basic_skinning_matrix_fallback
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program fragment reference interaction/basic_fallback
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}
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renderProgram interaction/selfillum_skinning_matrix_fallback_amblit {
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interaction
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state force {
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depthFunc less
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}
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program vertex reference interaction/basic_skinning_matrix_fallback
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program fragment reference interaction/selfillum_fallback_amblit
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}
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renderProgram interaction/selfillum_hardskinning_matrix {
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interaction
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amblitVersion interaction/selfillum_hardskinning_matrix_amblit
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state {
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depthFunc equal
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maskDepth
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blend GL_ONE, GL_ONE
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}
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machineSpec 1
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fallBack interaction/selfillum_hardskinning_matrix_fallback
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program vertex reference interaction/basic_hardskinning_matrix
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program fragment reference interaction/basic
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}
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renderProgram interaction/selfillum_hardskinning_matrix_amblit {
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interaction
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state force {
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depthFunc less
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}
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program vertex reference interaction/basic_hardskinning_matrix
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program fragment reference interaction/selfillum_amblit
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}
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renderProgram interaction/selfillum_hardskinning_matrix_fallback {
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interaction
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amblitVersion interaction/selfillum_hardskinning_matrix_amblit_fallback
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state {
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depthFunc equal
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maskDepth
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blend GL_ONE, GL_ONE
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}
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program vertex reference interaction/basic_hardskinning_matrix_fallback
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program fragment reference interaction/basic_fallback
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}
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renderProgram interaction/selfillum_hardskinning_matrix_amblit_fallback {
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interaction
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state force {
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depthFunc less
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}
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program vertex reference interaction/basic_hardskinning_matrix_fallback
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program fragment reference interaction/selfillum_fallback_amblit
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}
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renderProgram interaction/selfillum_amblit {
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interaction
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state force {
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depthFunc less
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}
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program vertex reference interaction/basic
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program fragment arb { <%
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$define amblit
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$define self_illum
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$define ambient
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$include "interaction/basic_fragment.inc"
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%> }
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}
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renderProgram interaction/selfillum_instance {
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interaction
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state {
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depthFunc lequal
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maskDepth
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blend GL_ONE, GL_ONE
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}
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amblitVersion interaction/selfillum_instance_amblit
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program vertex reference interaction/basic_instance
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program fragment reference interaction/basic_instance
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}
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renderProgram interaction/selfillum_instance_amblit {
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interaction
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state force {
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depthFunc less
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}
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program vertex reference interaction/basic_instance
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program fragment reference interaction/selfillum_amblit
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}
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// Self illumnation versions with colour modulation
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renderProgram ambient/selfillum_modulate {
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hwSkinningVersion ambient/selfillum_modulate_skinning_matrix ambient/selfillum_modulate_hardskinning_matrix
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state force {
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depthFunc less // so it behaves like a proper depth fill pass
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}
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program vertex reference ambient/basic
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program fragment arb { <%
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$define self_illum
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$define self_illum_modulate
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$include "interaction/basic_ambient_fragment.inc"
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%> }
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}
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renderProgram ambient/selfillum_modulate_skinning_matrix {
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state force {
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depthFunc less // so it behaves like a proper depth fill pass
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}
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program vertex reference ambient/basic_skinning_matrix
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program fragment reference ambient/selfillum_modulate
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}
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renderProgram ambient/selfillum_modulate_hardskinning_matrix {
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state force {
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depthFunc less // so it behaves like a proper depth fill pass
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}
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program vertex reference ambient/basic_hardskinning_matrix
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program fragment reference ambient/selfillum_modulate
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}
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renderProgram interaction/selfillum_modulate {
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interaction
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state {
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depthFunc lequal
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maskDepth
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blend GL_ONE, GL_ONE
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}
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amblitVersion interaction/selfillum_modulate_amblit
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ambientVersion ambient/selfillum_modulate
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hwSkinningVersion interaction/selfillum_modulate_skinning_matrix interaction/selfillum_modulate_hardskinning_matrix
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program vertex reference interaction/basic
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program fragment reference interaction/basic
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}
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renderProgram interaction/selfillum_modulate_skinning_matrix {
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interaction
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amblitVersion interaction/selfillum_modulate_skinning_matrix_amblit
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state {
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depthFunc equal
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maskDepth
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blend GL_ONE, GL_ONE
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}
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program vertex reference interaction/basic_skinning_matrix
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program fragment reference interaction/basic
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}
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renderProgram interaction/selfillum_modulate_skinning_matrix_amblit {
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interaction
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state force {
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depthFunc less
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}
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program vertex reference interaction/basic_skinning_matrix
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program fragment reference interaction/selfillum_modulate_amblit
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}
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renderProgram interaction/selfillum_modulate_hardskinning_matrix {
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interaction
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amblitVersion interaction/selfillum_modulate_hardskinning_matrix_amblit
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state {
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depthFunc equal
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maskDepth
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blend GL_ONE, GL_ONE
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}
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program vertex reference interaction/basic_hardskinning_matrix
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program fragment reference interaction/basic
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}
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renderProgram interaction/selfillum_modulate_hardskinning_matrix_amblit {
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interaction
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state force {
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depthFunc less
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}
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program vertex reference interaction/basic_hardskinning_matrix
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program fragment reference interaction/selfillum_modulate_amblit
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}
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renderProgram interaction/selfillum_modulate_amblit {
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interaction
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state force {
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depthFunc less
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}
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program vertex reference interaction/basic
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program fragment arb { <%
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$define amblit
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$define self_illum
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$define self_illum_modulate
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$define ambient
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||
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$include "interaction/basic_fragment.inc"
|
||
|
%> }
|
||
|
}
|
||
|
|
||
|
/*********************************************************/
|
||
|
|
||
|
renderProgram ambient/selfillum_detail {
|
||
|
hwSkinningVersion ambient/selfillum_skinning_matrix_detail ambient/selfillum_hardskinning_matrix_detail
|
||
|
lodVersion ambient/selfillum
|
||
|
|
||
|
|
||
|
state force {
|
||
|
depthFunc less // so it behaves like a proper depth fill pass
|
||
|
}
|
||
|
|
||
|
program vertex reference ambient/basic_detail
|
||
|
|
||
|
program fragment arb { <%
|
||
|
$define self_illum
|
||
|
$define enable_detail
|
||
|
$define enable_detailweight_const
|
||
|
$define enable_bumpdetail
|
||
|
$define enable_detaildetail
|
||
|
$define enable_specdetail
|
||
|
$include "interaction/basic_ambient_fragment.inc"
|
||
|
%> }
|
||
|
}
|
||
|
|
||
|
renderProgram ambient/selfillum_skinning_matrix_detail {
|
||
|
state force {
|
||
|
depthFunc less // so it behaves like a proper depth fill pass
|
||
|
}
|
||
|
|
||
|
program vertex reference ambient/basic_skinning_matrix_detail
|
||
|
|
||
|
program fragment reference ambient/selfillum_detail
|
||
|
}
|
||
|
|
||
|
renderProgram ambient/selfillum_hardskinning_matrix_detail {
|
||
|
state force {
|
||
|
depthFunc less // so it behaves like a proper depth fill pass
|
||
|
}
|
||
|
|
||
|
program vertex reference ambient/basic_hardskinning_matrix_detail
|
||
|
|
||
|
program fragment reference ambient/selfillum_detail
|
||
|
}
|
||
|
|
||
|
renderProgram interaction/selfillum_detail {
|
||
|
interaction
|
||
|
|
||
|
machineSpec 3
|
||
|
fallBack interaction/selfillum
|
||
|
|
||
|
state {
|
||
|
depthFunc lequal
|
||
|
maskDepth
|
||
|
blend GL_ONE, GL_ONE
|
||
|
}
|
||
|
|
||
|
amblitVersion interaction/selfillum_detail_amblit
|
||
|
ambientVersion ambient/selfillum_detail
|
||
|
hwSkinningVersion interaction/selfillum_skinning_matrix_detail interaction/selfillum_hardskinning_matrix_detail
|
||
|
|
||
|
program vertex reference interaction/basic
|
||
|
|
||
|
program fragment reference interaction/basic_detail
|
||
|
}
|
||
|
|
||
|
renderProgram interaction/selfillum_skinning_matrix_detail {
|
||
|
interaction
|
||
|
|
||
|
amblitVersion interaction/selfillum_skinning_matrix_detail_amblit
|
||
|
lodVersion 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_detail
|
||
|
}
|
||
|
|
||
|
renderProgram interaction/selfillum_skinning_matrix_detail_amblit {
|
||
|
interaction
|
||
|
|
||
|
state force {
|
||
|
depthFunc less
|
||
|
}
|
||
|
|
||
|
program vertex reference interaction/basic_skinning_matrix_detail
|
||
|
|
||
|
program fragment reference interaction/selfillum_detail_amblit
|
||
|
}
|
||
|
|
||
|
|
||
|
renderProgram interaction/selfillum_hardskinning_matrix_detail {
|
||
|
interaction
|
||
|
|
||
|
amblitVersion interaction/selfillum_hardskinning_matrix_detail_amblit
|
||
|
lodVersion interaction/selfillum_hardskinning_matrix
|
||
|
|
||
|
state {
|
||
|
depthFunc equal
|
||
|
maskDepth
|
||
|
blend GL_ONE, GL_ONE
|
||
|
}
|
||
|
|
||
|
program vertex reference interaction/basic_hardskinning_matrix_detail
|
||
|
|
||
|
program fragment reference interaction/basic_detail
|
||
|
}
|
||
|
|
||
|
renderProgram interaction/selfillum_hardskinning_matrix_detail_amblit {
|
||
|
interaction
|
||
|
|
||
|
state force {
|
||
|
depthFunc less
|
||
|
}
|
||
|
|
||
|
program vertex reference interaction/basic_hardskinning_matrix_detail
|
||
|
|
||
|
program fragment reference interaction/selfillum_detail_amblit
|
||
|
}
|
||
|
|
||
|
|
||
|
renderProgram interaction/selfillum_detail_amblit {
|
||
|
interaction
|
||
|
|
||
|
state force {
|
||
|
depthFunc less
|
||
|
}
|
||
|
|
||
|
program vertex reference interaction/basic
|
||
|
|
||
|
program fragment arb { <%
|
||
|
$define amblit
|
||
|
$define ambient
|
||
|
$define self_illum
|
||
|
$define enable_detail
|
||
|
$define enable_detailweight_const
|
||
|
$define enable_bumpdetail
|
||
|
$define enable_detaildetail
|
||
|
$define enable_specdetail
|
||
|
$include "interaction/basic_fragment.inc"
|
||
|
%> }
|
||
|
}
|
||
|
|
||
|
/*********************************************************/
|
||
|
|
||
|
renderProgram ambient/selfillum_detailwm {
|
||
|
hwSkinningVersion ambient/selfillum_skinning_matrix_detailwm ambient/selfillum_hardskinning_matrix_detailwm
|
||
|
lodVersion ambient/selfillum
|
||
|
|
||
|
|
||
|
state force {
|
||
|
depthFunc less // so it behaves like a proper depth fill pass
|
||
|
}
|
||
|
|
||
|
program vertex reference ambient/basic_detail
|
||
|
|
||
|
program fragment arb { <%
|
||
|
$define self_illum
|
||
|
$define enable_detail
|
||
|
$define enable_detailweight_tex
|
||
|
$define enable_bumpdetail
|
||
|
$define enable_detaildetail
|
||
|
$define enable_specdetail
|
||
|
$include "interaction/basic_ambient_fragment.inc"
|
||
|
%> }
|
||
|
}
|
||
|
|
||
|
renderProgram ambient/selfillum_skinning_matrix_detailwm {
|
||
|
state force {
|
||
|
depthFunc less // so it behaves like a proper depth fill pass
|
||
|
}
|
||
|
|
||
|
program vertex reference ambient/basic_skinning_matrix_detail
|
||
|
|
||
|
program fragment reference ambient/selfillum_detailwm
|
||
|
}
|
||
|
|
||
|
renderProgram ambient/selfillum_hardskinning_matrix_detailwm {
|
||
|
state force {
|
||
|
depthFunc less // so it behaves like a proper depth fill pass
|
||
|
}
|
||
|
|
||
|
program vertex reference ambient/basic_hardskinning_matrix_detail
|
||
|
|
||
|
program fragment reference ambient/selfillum_detailwm
|
||
|
}
|
||
|
|
||
|
renderProgram interaction/selfillum_detailwm {
|
||
|
interaction
|
||
|
|
||
|
state {
|
||
|
depthFunc lequal
|
||
|
maskDepth
|
||
|
blend GL_ONE, GL_ONE
|
||
|
}
|
||
|
|
||
|
machineSpec 3
|
||
|
fallBack interaction/selfillum
|
||
|
|
||
|
amblitVersion interaction/selfillum_detailwm_amblit
|
||
|
ambientVersion ambient/selfillum_detailwm
|
||
|
hwSkinningVersion interaction/selfillum_skinning_matrix_detailwm interaction/selfillum_hardskinning_matrix_detailwm
|
||
|
|
||
|
program vertex reference interaction/basic_detail
|
||
|
|
||
|
program fragment reference interaction/basic_detailwm
|
||
|
}
|
||
|
|
||
|
renderProgram interaction/selfillum_skinning_matrix_detailwm {
|
||
|
interaction
|
||
|
|
||
|
amblitVersion interaction/selfillum_skinning_matrix_detailwm_amblit
|
||
|
lodVersion interaction/basic_skinning_matrix
|
||
|
|
||
|
state {
|
||
|
depthFunc equal
|
||
|
maskDepth
|
||
|
blend GL_ONE, GL_ONE
|
||
|
}
|
||
|
|
||
|
program vertex reference interaction/basic_skinning_matrix_detailwm
|
||
|
|
||
|
program fragment reference interaction/basic_detailwm
|
||
|
}
|
||
|
|
||
|
renderProgram interaction/selfillum_skinning_matrix_detailwm_amblit {
|
||
|
interaction
|
||
|
|
||
|
state force {
|
||
|
depthFunc less
|
||
|
}
|
||
|
|
||
|
program vertex reference interaction/basic_skinning_matrix_detailwm
|
||
|
|
||
|
program fragment reference interaction/selfillum_detailwm_amblit
|
||
|
}
|
||
|
|
||
|
|
||
|
renderProgram interaction/selfillum_hardskinning_matrix_detailwm {
|
||
|
interaction
|
||
|
|
||
|
amblitVersion interaction/selfillum_hardskinning_matrix_detailwm_amblit
|
||
|
lodVersion interaction/selfillum_hardskinning_matrix
|
||
|
|
||
|
state {
|
||
|
depthFunc equal
|
||
|
maskDepth
|
||
|
blend GL_ONE, GL_ONE
|
||
|
}
|
||
|
|
||
|
program vertex reference interaction/basic_hardskinning_matrix_detailwm
|
||
|
|
||
|
program fragment reference interaction/basic_detailwm
|
||
|
}
|
||
|
|
||
|
renderProgram interaction/selfillum_hardskinning_matrix_detailwm_amblit {
|
||
|
interaction
|
||
|
|
||
|
state force {
|
||
|
depthFunc less
|
||
|
}
|
||
|
|
||
|
program vertex reference interaction/basic_hardskinning_matrix_detailwm
|
||
|
|
||
|
program fragment reference interaction/selfillum_detailwm_amblit
|
||
|
}
|
||
|
|
||
|
|
||
|
renderProgram interaction/selfillum_detailwm_amblit {
|
||
|
interaction
|
||
|
|
||
|
state force {
|
||
|
depthFunc less
|
||
|
}
|
||
|
|
||
|
program vertex reference interaction/basic_detail
|
||
|
|
||
|
program fragment arb { <%
|
||
|
$define amblit
|
||
|
$define self_illum
|
||
|
$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/selfillum_fallback_amblit {
|
||
|
interaction
|
||
|
|
||
|
state force {
|
||
|
depthFunc less
|
||
|
}
|
||
|
|
||
|
program vertex reference interaction/basic_fallback
|
||
|
|
||
|
program fragment arb { <%
|
||
|
$define amblit
|
||
|
$define addambient
|
||
|
$define self_illum
|
||
|
$include "interaction/basic_fragment_fallback.inc"
|
||
|
%> }
|
||
|
}
|