cod5-sdk/raw/techniques/lp_i_b0c0d0n0s0_dtex_sm3_clothcharr_specdtl.tech
2008-11-20 00:00:00 +00:00

38 lines
1.1 KiB
Text

{
stateMap "premulalpha";
vertexShader 3.0 "lp_i_s_tc0n0_dtex_sm3_clothcharr1_specdtl.hlsl"
{
}
pixelShader 3.0 "lp_i_b0c0d0n0s0_sm3_clothcharr1_specdtl.hlsl"
{
colorMapSampler = material.colorMap;
detailMapSampler = material.detailMap;
detailScale = material.detailScale;
normalMapSampler = material.normalMap;
specularMapSampler = material.specularMap;
envMapParms = material.envMapParms;
clothcharrMaskMapScale = material.clothcharrMaskMapScale;
clothcharrMaskMap_Sampler = material.clothcharrMaskMap;
clothcharrColorMapScale = material.clothcharrColorMapScale;
clothcharrEmberColorAndBrightness = material.clothcharrEmberColorAndBrightness;
clothcharrColorMap_Sampler = material.clothcharrColorMap;
clothcharrNormalMap_Sampler = material.clothcharrNormalMap;
specDetailScale = material.specDetailScale;
specDetailMapSampler = material.specularDetailMap;
}
vertex.position = code.position;
vertex.normal = code.normal;
vertex.color[0] = code.color;
vertex.texcoord[0] = code.texcoord[0];
vertex.texcoord[2] = code.tangent;
vertex.texcoord[3] = code.texcoord[1];
}