527 lines
11 KiB
Plaintext
527 lines
11 KiB
Plaintext
renderProgram ambient/basic {
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hwSkinningVersion ambient/basic_skinning_matrix ambient/basic_hardskinning_matrix
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instanceVersion ambient/basic_instance
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coverageVersion ambient/basic_coverage
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machineSpec 1
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fallBack ambient/basic_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 arb { <%
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$include "interaction/basic_ambient_vertex.inc"
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%> }
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program fragment arb { <%
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$include "interaction/basic_ambient_fragment.inc"
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%> }
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}
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renderProgram ambient/basic_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 arb { <%
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$include "interaction/basic_ambient_vertex_fallback.inc"
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%> }
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program fragment arb { <%
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$include "interaction/basic_ambient_fragment_fallback.inc"
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%> }
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}
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renderProgram ambient/basic_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/basic_coverage_fallback
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program vertex reference ambient/basic
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program fragment arb { <%
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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/basic_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_fallback
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program fragment arb { <%
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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/basic_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/basic_instance_fallback
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program vertex arb { <%
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$define instance
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$include "interaction/basic_ambient_vertex.inc"
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%> }
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program fragment arb { <%
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$define enable_instdither
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$include "interaction/basic_ambient_fragment.inc"
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%> }
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}
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renderProgram ambient/basic_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 arb { <%
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$define instance
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$include "interaction/basic_ambient_vertex_fallback.inc"
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%> }
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program fragment arb { <%
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$define enable_instdither
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$include "interaction/basic_ambient_fragment_fallback.inc"
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%> }
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}
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renderProgram ambient/basic_skinning_matrix {
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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 ambient/basic_skinning_matrix_fallback
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program vertex arb { <%
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$include "interaction/basic_ambient_skinning_matrix_vertex.inc"
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%> }
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program fragment reference ambient/basic
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}
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renderProgram ambient/basic_hardskinning_matrix {
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state force {
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depthFunc less
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}
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machineSpec 1
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fallBack ambient/basic_hardskinning_matrix_fallback
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program vertex arb { <%
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$include "interaction/basic_ambient_hardskinning_matrix_vertex.inc"
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%> }
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program fragment reference ambient/basic
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}
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renderProgram ambient/basic_skinning_matrix_fallback {
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state force {
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depthFunc less
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}
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program vertex arb { <%
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$include "interaction/basic_ambient_skinning_matrix_vertex_fallback.inc"
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%> }
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program fragment reference ambient/basic_fallback
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}
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renderProgram ambient/basic_hardskinning_matrix_fallback {
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state force {
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depthFunc less
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}
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program vertex arb { <%
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$include "interaction/basic_ambient_hardskinning_matrix_vertex_fallback.inc"
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%> }
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program fragment reference ambient/basic_fallback
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}
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renderProgram interaction/basic {
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interaction
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amblitVersion interaction/basic_amblit
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instanceVersion interaction/basic_instance
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coverageVersion interaction/basic_coverage
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ambientVersion ambient/basic
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hwSkinningVersion interaction/basic_skinning_matrix interaction/basic_hardskinning_matrix
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machineSpec 1
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fallBack interaction/basic_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 arb { <%
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$include "interaction/basic_vertex.inc"
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%> }
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program fragment arb { <%
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$include "interaction/basic_fragment.inc"
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%> }
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}
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renderProgram interaction/basic_amblit {
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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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$define ambient
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$define amblit
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$include "interaction/basic_fragment.inc"
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%> }
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}
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renderProgram interaction/basic_fallback {
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interaction
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amblitVersion interaction/basic_fallback_amblit
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state {
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depthFunc equal
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maskDepth
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blend GL_ONE, GL_ONE
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}
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program vertex arb { <%
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$include "interaction/basic_vertex_fallback.inc"
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%> }
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program fragment arb { <%
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$include "interaction/basic_fragment_fallback.inc"
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%> }
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}
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renderProgram interaction/basic_fallback_amblit {
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interaction
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state force {
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depthFunc less
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}
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program vertex reference interaction/basic_fallback
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program fragment arb { <%
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$define amblit
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$define addambient
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$include "interaction/basic_fragment_fallback.inc"
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%> }
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}
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renderProgram interaction/basic_coverage {
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interaction
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amblitVersion interaction/basic_coverage_amblit
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ambientVersion ambient/basic_coverage
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machineSpec 1
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fallBack interaction/basic_coverage_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
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program fragment arb { <%
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$define r_useDitherMask
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$include "interaction/basic_fragment.inc"
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%> }
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}
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renderProgram interaction/basic_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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program vertex reference interaction/basic
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program fragment arb { <%
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$define amblit
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$define ambient
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$define r_useDitherMask
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$include "interaction/basic_fragment.inc"
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%> }
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}
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renderProgram interaction/basic_coverage_fallback {
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interaction
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amblitVersion interaction/basic_coverage_fallback_amblit
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ambientVersion ambient/basic_coverage_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_fallback
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program fragment arb { <%
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$define r_useDitherMask
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$include "interaction/basic_fragment_fallback.inc"
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%> }
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}
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renderProgram interaction/basic_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 arb { <%
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$define amblit
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$define addambient
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$define r_useDitherMask
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$include "interaction/basic_fragment_fallback.inc"
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%> }
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}
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renderProgram interaction/basic_skinning_matrix {
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interaction
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amblitVersion interaction/basic_skinning_matrix_amblit
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ambientVersion ambient/basic_skinning_matrix
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machineSpec 1
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fallBack interaction/basic_skinning_matrix_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 arb { <%
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$include "interaction/basic_skinning_matrix_vertex.inc"
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%> }
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program fragment reference interaction/basic
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}
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renderProgram interaction/basic_skinning_matrix_amblit {
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interaction
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state force {
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depthFunc less
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}
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program vertex reference interaction/basic_skinning_matrix
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program fragment reference interaction/basic_amblit
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}
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renderProgram interaction/basic_hardskinning_matrix {
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interaction
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amblitVersion interaction/basic_hardskinning_matrix_amblit
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ambientVersion ambient/basic_hardskinning_matrix
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machineSpec 1
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fallBack interaction/basic_hardskinning_matrix_fallback
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state {
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depthFunc equal
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maskDepth
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blend GL_ONE, GL_ONE
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}
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program vertex arb { <%
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$include "interaction/basic_hardskinning_matrix_vertex.inc"
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%> }
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program fragment reference interaction/basic
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}
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renderProgram interaction/basic_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/basic_amblit
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}
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renderProgram interaction/basic_skinning_matrix_fallback {
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interaction
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amblitVersion interaction/basic_skinning_matrix_fallback_amblit
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ambientVersion ambient/basic_skinning_matrix_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 arb { <%
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$include "interaction/basic_skinning_matrix_vertex_fallback.inc"
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%> }
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program fragment reference interaction/basic_fallback
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}
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renderProgram interaction/basic_hardskinning_matrix_fallback {
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interaction
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amblitVersion interaction/basic_hardskinning_matrix_fallback_amblit
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ambientVersion ambient/basic_hardskinning_matrix_fallback
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state {
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depthFunc equal
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maskDepth
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blend GL_ONE, GL_ONE
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}
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program vertex arb { <%
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$include "interaction/basic_hardskinning_matrix_vertex_fallback.inc"
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%> }
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program fragment reference interaction/basic_fallback
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}
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renderProgram interaction/basic_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/basic_fallback_amblit
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}
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renderProgram interaction/basic_hardskinning_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_hardskinning_matrix_fallback
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program fragment reference interaction/basic_fallback_amblit
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}
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renderProgram interaction/basic_instance {
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interaction
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amblitVersion interaction/basic_instance_amblit
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ambientVersion ambient/basic_instance
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machineSpec 1
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fallBack interaction/basic_instance_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 arb { <%
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$define instance
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$include "interaction/basic_vertex.inc"
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%> }
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program fragment reference interaction/basic
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}
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renderProgram interaction/basic_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 arb { <%
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$define amblit
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$define enable_instdither
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$define ambient
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$include "interaction/basic_fragment.inc"
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%> }
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// program fragment reference interaction/basic_amblit
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}
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renderProgram interaction/basic_instance_fallback {
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interaction
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amblitVersion interaction/basic_instance_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 arb { <%
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$define instance
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$include "interaction/basic_vertex_fallback.inc"
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%> }
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program fragment reference interaction/basic_fallback
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}
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renderProgram interaction/basic_instance_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 arb { <%
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$define instance
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$include "interaction/basic_vertex_fallback.inc"
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%> }
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program fragment arb { <%
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$define amblit
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$define addambient
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$define enable_instdither
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$include "interaction/basic_fragment_fallback.inc"
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%> }
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}
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