902 lines
20 KiB
Text
902 lines
20 KiB
Text
//
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// Interaction shader with self ilumination and strogg "insect shell"
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// effect.
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//
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renderBinding stroggShellMap { texture { "textures/effects/stroggshell2.tga" } }
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renderProgram ambient/strogg {
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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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hwSkinningVersion ambient/strogg_skinning_matrix ambient/strogg_hardskinning_matrix
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instanceVersion ambient/strogg_instance
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coverageVersion ambient/strogg_coverage
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machineSpec 2
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fallBack ambient/selfillum
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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 strogg_effects
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$include "interaction/basic_ambient_fragment.inc"
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%> }
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}
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renderProgram ambient/strogg_coverage {
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state force {
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depthFunc less // so it behaves like a proper depth fill pass
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}
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machineSpec 2
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fallBack ambient/selfillum_coverage
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program vertex reference ambient/basic
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program fragment arb { <%
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$define r_useDitherMask
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$define self_illum
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$define strogg_effects
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$include "interaction/basic_ambient_fragment.inc"
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%> }
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}
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renderProgram ambient/strogg_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 2
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fallBack ambient/selfillum_instance
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program vertex reference ambient/basic_instance
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program fragment reference ambient/strogg
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}
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renderProgram ambient/strogg_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 2
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fallBack ambient/selfillum_skinning_matrix
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program vertex reference ambient/basic_skinning_matrix
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program fragment reference ambient/strogg
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}
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renderProgram ambient/strogg_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 2
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fallBack ambient/selfillum_hardskinning_matrix
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program vertex reference ambient/basic_hardskinning_matrix
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program fragment reference ambient/strogg
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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/strogg {
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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/strogg_amblit
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ambientVersion ambient/strogg
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instanceVersion interaction/strogg_instance
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coverageVersion interaction/strogg_coverage
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hwSkinningVersion interaction/strogg_skinning_matrix interaction/strogg_hardskinning_matrix
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machineSpec 2
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fallBack interaction/selfillum
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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/strogg_skinning_matrix {
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interaction
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amblitVersion interaction/strogg_skinning_matrix_amblit
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machineSpec 2
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fallBack interaction/selfillum_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
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program fragment reference interaction/basic
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}
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renderProgram interaction/strogg_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/strogg_amblit
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}
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renderProgram interaction/strogg_hardskinning_matrix {
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interaction
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amblitVersion interaction/strogg_hardskinning_matrix_amblit
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machineSpec 2
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fallBack interaction/selfillum_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
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program fragment reference interaction/basic
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}
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renderProgram interaction/strogg_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/strogg_amblit
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}
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renderProgram interaction/strogg_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 self_illum
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$define strogg_effects
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$include "interaction/basic_fragment.inc"
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%> }
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}
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renderProgram interaction/strogg_coverage {
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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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machineSpec 2
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fallBack interaction/selfillum_coverage
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amblitVersion interaction/strogg_coverage_amblit
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ambientVersion ambient/strogg_coverage
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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/strogg_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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$define self_illum
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$define strogg_effects
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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/strogg_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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machineSpec 2
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fallBack interaction/selfillum_instance
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amblitVersion interaction/strogg_instance_amblit
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ambientVersion ambient/strogg_instance
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program vertex reference interaction/basic_instance
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program fragment reference interaction/basic
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}
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renderProgram interaction/strogg_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/strogg_amblit
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}
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// Self illumnation versions with colour modulation
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renderProgram ambient/strogg_modulate {
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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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hwSkinningVersion ambient/strogg_modulate_skinning_matrix ambient/strogg_modulate_hardskinning_matrix
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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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$define strogg_effects
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$include "interaction/basic_ambient_fragment.inc"
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%> }
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}
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renderProgram ambient/strogg_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/strogg_modulate
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}
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renderProgram ambient/strogg_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/strogg_modulate
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}
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renderProgram interaction/strogg_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/strogg_modulate_amblit
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ambientVersion ambient/strogg_modulate
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hwSkinningVersion interaction/strogg_modulate_skinning_matrix interaction/strogg_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/strogg_modulate_skinning_matrix {
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interaction
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amblitVersion interaction/strogg_skinning_matrix_amblit
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machineSpec 2
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fallBack interaction/selfillum_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
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program fragment reference interaction/basic
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}
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renderProgram interaction/strogg_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/strogg_modulate_amblit
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}
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renderProgram interaction/strogg_modulate_hardskinning_matrix {
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interaction
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amblitVersion interaction/strogg_hardskinning_matrix_amblit
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machineSpec 2
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fallBack interaction/selfillum_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
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program fragment reference interaction/basic
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}
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renderProgram interaction/strogg_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/strogg_modulate_amblit
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}
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renderProgram interaction/strogg_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 ambient
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$define self_illum
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$define self_illum_modulate
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$define strogg_effects
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$include "interaction/basic_fragment.inc"
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%> }
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}
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/*********************************************************/
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renderProgram ambient/strogg_detail {
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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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hwSkinningVersion ambient/strogg_skinning_matrix_detail ambient/strogg_hardskinning_matrix_detail
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instanceVersion ambient/strogg_instance
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lodVersion ambient/strogg
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program vertex reference ambient/basic_detail
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machineSpec 3
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fallBack ambient/strogg
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program fragment arb { <%
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$define self_illum
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$define strogg_effects
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$define enable_detail
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$define enable_detailweight_const
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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_ambient_fragment.inc"
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%> }
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}
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renderProgram ambient/strogg_skinning_matrix_detail {
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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_detail
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program fragment reference ambient/strogg_detail
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}
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renderProgram ambient/strogg_hardskinning_matrix_detail {
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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_detail
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program fragment reference ambient/strogg_detail
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}
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renderProgram interaction/strogg_detail {
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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/strogg_detail_amblit
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ambientVersion ambient/strogg_detail
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lodVersion interaction/strogg
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hwSkinningVersion interaction/strogg_skinning_matrix_detail interaction/strogg_hardskinning_matrix_detail
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instanceVersion interaction/strogg_instance
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machineSpec 3
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fallBack interaction/strogg
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program vertex reference interaction/basic_detail
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program fragment reference interaction/basic_detail
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}
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renderProgram interaction/strogg_skinning_matrix_detail {
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interaction
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amblitVersion interaction/strogg_skinning_matrix_detail_amblit
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machineSpec 3
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fallBack interaction/strogg_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
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program fragment reference interaction/basic
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}
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renderProgram interaction/strogg_skinning_matrix_detail_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/strogg_detail_amblit
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}
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renderProgram interaction/strogg_hardskinning_matrix_detail {
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interaction
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amblitVersion interaction/strogg_hardskinning_matrix_detail_amblit
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machineSpec 3
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fallBack interaction/strogg_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
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program fragment reference interaction/basic
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}
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renderProgram interaction/strogg_hardskinning_matrix_detail_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/strogg_detail_amblit
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}
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renderProgram interaction/strogg_detail_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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$define self_illum
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$define strogg_effects
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$define enable_detail
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$define enable_detailweight_const
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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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/*********************************************************/
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renderProgram ambient/strogg_detailwm {
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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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hwSkinningVersion ambient/strogg_skinning_matrix_detailwm ambient/strogg_hardskinning_matrix_detailwm
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lodVersion ambient/strogg
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instanceVersion ambient/strogg_instance
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machineSpec 3
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fallBack ambient/strogg
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program vertex reference ambient/basic_detail
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program fragment arb { <%
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$define self_illum
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$define strogg_effects
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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_ambient_fragment.inc"
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%> }
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}
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renderProgram ambient/strogg_skinning_matrix_detailwm {
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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/strogg_skinning_matrix
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program vertex reference ambient/basic_skinning_matrix_detail
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program fragment reference ambient/strogg_detailwm
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}
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renderProgram ambient/strogg_hardskinning_matrix_detailwm {
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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/strogg_hardskinning_matrix
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program vertex reference ambient/basic_hardskinning_matrix_detail
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program fragment reference ambient/strogg_detailwm
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}
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renderProgram interaction/strogg_detailwm {
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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/strogg_detailwm_amblit
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ambientVersion ambient/strogg_detailwm
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lodVersion interaction/strogg
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hwSkinningVersion interaction/strogg_skinning_matrix_detailwm interaction/strogg_hardskinning_matrix_detailwm
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instanceVersion interaction/strogg_instance
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machineSpec 3
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fallBack interaction/strogg
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program vertex reference interaction/basic_detail
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program fragment reference interaction/basic_detailwm
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}
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renderProgram interaction/strogg_skinning_matrix_detailwm {
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interaction
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amblitVersion interaction/strogg_skinning_matrix_detailwm_amblit
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machineSpec 3
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fallBack interaction/strogg_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
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program fragment reference interaction/basic
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}
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renderProgram interaction/strogg_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
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program fragment reference interaction/strogg_detailwm_amblit
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}
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renderProgram interaction/strogg_hardskinning_matrix_detailwm {
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interaction
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amblitVersion interaction/strogg_hardskinning_matrix_detailwm_amblit
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machineSpec 3
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fallBack interaction/strogg_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
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program fragment reference interaction/basic
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}
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renderProgram interaction/strogg_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
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program fragment reference interaction/strogg_detailwm_amblit
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}
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renderProgram interaction/strogg_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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$define self_illum
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$define strogg_effects
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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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/*********************************************************/
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renderProgram ambient/strogg_detail_glow {
|
|
state force {
|
|
depthFunc less // so it behaves like a proper depth fill pass
|
|
}
|
|
|
|
hwSkinningVersion ambient/strogg_skinning_matrix_detail_glow ambient/strogg_hardskinning_matrix_detail_glow
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|
|
program vertex reference ambient/basic_detail
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|
|
|
program fragment arb { <%
|
|
$define self_illum_glow
|
|
$define self_illum
|
|
$define strogg_effects
|
|
$define enable_detail
|
|
$define enable_detailweight_const
|
|
$define enable_bumpdetail
|
|
$define enable_detaildetail
|
|
$define enable_specdetail
|
|
$include "interaction/basic_ambient_fragment.inc"
|
|
%> }
|
|
}
|
|
|
|
renderProgram ambient/strogg_skinning_matrix_detail_glow {
|
|
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/strogg_detail_glow
|
|
}
|
|
|
|
renderProgram ambient/strogg_hardskinning_matrix_detail_glow {
|
|
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/strogg_detail_glow
|
|
}
|
|
|
|
renderProgram interaction/strogg_detail_glow {
|
|
interaction
|
|
|
|
state {
|
|
depthFunc lequal
|
|
maskDepth
|
|
blend GL_ONE, GL_ONE
|
|
}
|
|
|
|
ambientVersion ambient/strogg_detail_glow
|
|
hwSkinningVersion interaction/strogg_skinning_matrix_detail_glow interaction/strogg_hardskinning_matrix_detail_glow
|
|
|
|
program vertex reference interaction/basic_detail
|
|
|
|
program fragment reference interaction/basic_detail
|
|
}
|
|
|
|
renderProgram interaction/strogg_skinning_matrix_detail_glow {
|
|
interaction
|
|
|
|
amblitVersion interaction/strogg_skinning_matrix_detail_glow_amblit
|
|
|
|
machineSpec 3
|
|
fallBack interaction/strogg_skinning_matrix
|
|
|
|
state {
|
|
depthFunc equal
|
|
maskDepth
|
|
blend GL_ONE, GL_ONE
|
|
}
|
|
|
|
program vertex reference interaction/basic_skinning_matrix
|
|
|
|
program fragment reference interaction/basic
|
|
}
|
|
|
|
renderProgram interaction/strogg_skinning_matrix_detail_glow_amblit {
|
|
interaction
|
|
|
|
state force {
|
|
depthFunc less
|
|
}
|
|
|
|
program vertex reference interaction/basic_skinning_matrix
|
|
|
|
program fragment reference interaction/strogg_detail_glow_amblit
|
|
}
|
|
|
|
|
|
renderProgram interaction/strogg_hardskinning_matrix_detail_glow {
|
|
interaction
|
|
|
|
amblitVersion interaction/strogg_hardskinning_matrix_detail_glow_amblit
|
|
|
|
machineSpec 3
|
|
fallBack interaction/strogg_hardskinning_matrix
|
|
|
|
state {
|
|
depthFunc equal
|
|
maskDepth
|
|
blend GL_ONE, GL_ONE
|
|
}
|
|
|
|
program vertex reference interaction/basic_hardskinning_matrix
|
|
|
|
program fragment reference interaction/basic
|
|
}
|
|
|
|
renderProgram interaction/strogg_hardskinning_matrix_detail_glow_amblit {
|
|
interaction
|
|
|
|
state force {
|
|
depthFunc less
|
|
}
|
|
|
|
program vertex reference interaction/basic_hardskinning_matrix
|
|
|
|
program fragment reference interaction/strogg_detail_amblit
|
|
}
|
|
|
|
|
|
renderProgram interaction/strogg_detail_glow_amblit {
|
|
interaction
|
|
|
|
state force {
|
|
depthFunc less
|
|
}
|
|
|
|
program vertex reference interaction/basic_detail
|
|
|
|
program fragment arb { <%
|
|
$define amblit
|
|
$define ambient
|
|
$define self_illum_glow
|
|
$define self_illum
|
|
$define strogg_effects
|
|
$define enable_detail
|
|
$define enable_detailweight_const
|
|
$define enable_bumpdetail
|
|
$define enable_detaildetail
|
|
$define enable_specdetail
|
|
$include "interaction/basic_fragment.inc"
|
|
%> }
|
|
}
|