323 lines
7.9 KiB
Plaintext
323 lines
7.9 KiB
Plaintext
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renderProgram ambient/basic_detailwm {
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hwSkinningVersion ambient/basic_skinning_matrix_detailwm ambient/basic_hardskinning_matrix_detailwm
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instanceVersion ambient/basic_instance
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lodVersion ambient/basic
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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 3
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fallBack ambient/basic
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program vertex reference ambient/basic_detail
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program fragment arb { <%
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$define enable_detail
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$define enable_detailweight_tex
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$define enable_bumpdetail
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$define enable_diffdetail
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$define enable_specdetail
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$include "interaction/basic_ambient_fragment.inc"
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%> }
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}
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renderProgram ambient/basic_skinning_matrix_detailwm {
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lodVersion ambient/basic_skinning_matrix
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state force {
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depthFunc less
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}
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program vertex reference ambient/basic_skinning_matrix_detail
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program fragment reference ambient/basic_detailwm
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}
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renderProgram ambient/basic_hardskinning_matrix_detailwm {
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lodVersion ambient/basic_hardskinning_matrix
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state force {
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depthFunc less
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}
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program vertex reference ambient/basic_hardskinning_matrix_detail
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program fragment reference ambient/basic_detailwm
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}
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renderProgram interaction/basic_detailwm {
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interaction
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amblitVersion interaction/basic_detailwm_amblit
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ambientVersion ambient/basic_detailwm
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hwSkinningVersion interaction/basic_skinning_matrix_detailwm interaction/basic_hardskinning_matrix_detailwm
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lodVersion interaction/basic
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instanceVersion interaction/basic_instance
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machineSpec 3
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fallBack interaction/basic
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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_detail
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program fragment arb { <%
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$define enable_detail
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$define enable_detailweight_tex
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$define enable_bumpdetail
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$define enable_detaildetail
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$define enable_specdetail
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$include "interaction/basic_fragment.inc"
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%> }
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}
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renderProgram interaction/basic_detailwm_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_detail
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program fragment arb { <%
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$define amblit
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$define ambient
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$define enable_detail
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$define enable_detailweight_tex
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$define enable_bumpdetail
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$define enable_detaildetail
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$define enable_specdetail
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$include "interaction/basic_fragment.inc"
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%> }
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}
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renderProgram interaction/basic_skinning_matrix_detailwm {
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interaction
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amblitVersion interaction/basic_skinning_matrix_detailwm_amblit
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ambientVersion ambient/basic_skinning_matrix_detailwm
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lodVersion interaction/basic_skinning_matrix
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machineSpec 3
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fallBack interaction/basic_skinning_matrix
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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_detail
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program fragment reference interaction/basic_detailwm
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}
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renderProgram interaction/basic_skinning_matrix_detailwm_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_detail
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program fragment reference interaction/basic_detailwm_amblit
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}
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renderProgram interaction/basic_hardskinning_matrix_detailwm {
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interaction
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amblitVersion interaction/basic_hardskinning_matrix_detailwm_amblit
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ambientVersion ambient/basic_hardskinning_matrix_detailwm
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lodVersion interaction/basic_hardskinning_matrix
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machineSpec 3
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fallBack interaction/basic_hardskinning_matrix
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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_detail
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program fragment reference interaction/basic_detailwm
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}
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renderProgram interaction/basic_hardskinning_matrix_detailwm_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_detail
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program fragment reference interaction/basic_detailwm_amblit
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}
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renderProgram ambient/basic_detailwm_alphatest {
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hwSkinningVersion ambient/basic_skinning_matrix_detailwm_alphatest ambient/basic_hardskinning_matrix_detailwm_alphatest
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instanceVersion ambient/basic_alphatest_instance
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lodVersion ambient/basic_alphatest
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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_detail
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program fragment arb { <%
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$define enable_detail
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$define enable_detailweight_tex
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$define enable_bumpdetail
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$define enable_detaildetail
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$define enable_specdetail
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$define alphatest_kill
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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_skinning_matrix_detailwm_alphatest {
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lodVersion ambient/basic_skinning_matrix_alphatest
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state force {
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depthFunc less
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}
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program vertex reference ambient/basic_skinning_matrix_detail
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program fragment reference ambient/basic_detailwm_alphatest
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}
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renderProgram ambient/basic_hardskinning_matrix_detailwm_alphatest {
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lodVersion ambient/basic_hardskinning_matrix_alphatest
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state force {
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depthFunc less
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}
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program vertex reference ambient/basic_hardskinning_matrix_detail
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program fragment reference ambient/basic_detailwm_alphatest
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}
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renderProgram interaction/basic_detailwm_alphatest {
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interaction
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amblitVersion interaction/basic_detailwm_alphatest_amblit
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ambientVersion ambient/basic_detailwm_alphatest
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hwSkinningVersion interaction/basic_skinning_matrix_detailwm_alphatest interaction/basic_hardskinning_matrix_detailwm_alphatest
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instanceVersion interaction/basic_alphatest_instance
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lodVersion interaction/basic_alphatest
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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_detail
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program fragment arb { <%
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$define enable_detail
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$define enable_detailweight_tex
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$define enable_bumpdetail
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$define enable_detaildetail
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$define enable_specdetail
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$define alphatest_kill
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$include "interaction/basic_fragment.inc"
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%> }
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}
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renderProgram interaction/basic_detailwm_alphatest_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_detail
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program fragment arb { <%
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$define amblit
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$define ambient
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$define enable_detail
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$define enable_detailweight_tex
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$define enable_bumpdetail
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$define enable_detaildetail
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$define enable_specdetail
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$define alphatest_kill
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$include "interaction/basic_fragment.inc"
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%> }
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}
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renderProgram interaction/basic_skinning_matrix_detailwm_alphatest {
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interaction
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amblitVersion interaction/basic_skinning_matrix_detailwm_alphatest_amblit
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ambientVersion ambient/basic_skinning_matrix_detailwm_alphatest
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lodVersion interaction/basic_skinning_matrix_alphatest
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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_detail
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program fragment reference interaction/basic_detailwm_alphatest
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}
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renderProgram interaction/basic_skinning_matrix_detailwm_alphatest_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_detail
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program fragment reference interaction/basic_detailwm_alphatest_amblit
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}
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renderProgram interaction/basic_hardskinning_matrix_detailwm_alphatest {
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interaction
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amblitVersion interaction/basic_hardskinning_matrix_detailwm_alphatest_amblit
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ambientVersion ambient/basic_hardskinning_matrix_detailwm_alphatest
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lodVersion interaction/basic_hardskinning_matrix_alphatest
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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_detail
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program fragment reference interaction/basic_detailwm_alphatest
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}
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renderProgram interaction/basic_hardskinning_matrix_detailwm_alphatest_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_detail
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program fragment reference interaction/basic_detailwm_alphatest_amblit
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}
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