renderProgram interaction/translucent { interaction amblitVersion interaction/translucent_amblit ambientVersion ambient/basic hwSkinningVersion interaction/translucent_skinning_matrix interaction/translucent_hardskinning_matrix state { maskDepth blend GL_ONE, GL_ONE } program vertex reference interaction/basic program fragment arb { <% $include "interaction/translucent_fragment.inc" %> } } renderProgram interaction/translucent_amblit { interaction state force { depthFunc less } program vertex reference interaction/basic program fragment arb { <% $define amblit $define ambient $include "interaction/translucent_fragment.inc" %> } } renderProgram interaction/translucent_skinning_matrix { interaction amblitVersion interaction/translucent_skinning_matrix_amblit ambientVersion ambient/basic_skinning_matrix state { maskDepth blend GL_ONE, GL_ONE } program vertex reference interaction/basic_skinning_matrix program fragment reference interaction/translucent } renderProgram interaction/translucent_skinning_matrix_amblit { interaction state force { depthFunc less } program vertex reference interaction/basic_skinning_matrix program fragment reference interaction/translucent_amblit } renderProgram interaction/translucent_hardskinning_matrix { interaction amblitVersion interaction/translucent_hardskinning_matrix_amblit ambientVersion ambient/basic_hardskinning_matrix state { maskDepth blend GL_ONE, GL_ONE } program vertex reference interaction/basic_hardskinning_matrix program fragment reference interaction/translucent } renderProgram interaction/translucent_hardskinning_matrix_amblit { interaction state force { depthFunc less } program vertex reference interaction/basic_hardskinning_matrix program fragment reference interaction/translucent_amblit } renderProgram interaction/translucent_alphatest { interaction machineSpec 2 fallback interaction/basic_alphatest instanceVersion interaction/translucent_alphatest_instance ambientVersion ambient/basic_alphatest amblitVersion interaction/translucent_alphatest_amblit state { maskDepth blend GL_ONE, GL_ONE } program vertex reference interaction/basic program fragment arb { <% $define alphatest $include "interaction/translucent_fragment.inc" %> } } renderProgram interaction/translucent_alphatest_amblit { interaction state force { depthFunc less } program vertex reference interaction/basic program fragment arb { <% $define amblit $define ambient $define alphatest $include "interaction/translucent_fragment.inc" %> } } renderProgram interaction/translucent_alphatest_instance { interaction machineSpec 2 fallback interaction/basic_alphatest_instance ambientVersion ambient/basic_alphatest_instance amblitVersion interaction/translucent_alphatest_instance_amblit state { maskDepth blend GL_ONE, GL_ONE } program vertex reference interaction/basic_instance program fragment reference interaction/translucent_alphatest } renderProgram interaction/translucent_alphatest_instance_amblit { interaction state force { depthFunc less } program vertex reference interaction/basic_instance program fragment reference interaction/translucent_alphatest_amblit } renderBinding subsurfaceColor { vector { 0.02352941 0.2 0.282353 0 } } // Controls the color of sscattering renderBinding subsurfacePower { vector { 1 } } // x: Controls the "width" of the rim around the surface // y: Controls the power of the specular highlight // // Wrap lighting to back of object to look good use "noshadows" AND "noselfshadow" in the shader // renderProgram interaction/subsurface { interaction amblitVersion interaction/subsurface_amblit ambientVersion ambient/basic state { maskDepth blend GL_ONE, GL_ONE } program vertex reference interaction/basic program fragment arb { <% $include "interaction/subsurface_fragment.inc" %> } } renderProgram interaction/subsurface_amblit { interaction state force { depthFunc less } program vertex reference interaction/basic program fragment arb { <% $define amblit $define ambient $include "interaction/subsurface_fragment.inc" %> } }