cod5-sdk/raw/techniques/lp_r0c0d0s0_dtex_sm3_sls_clothcharr_separate.tech
2008-11-20 00:00:00 +00:00

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{
stateMap "default";
vertexShader 3.0 "lp_s_tc0_dtex_sm3_sls_clothcharr1.hlsl"
{
}
pixelShader 3.0 "lp_r0c0d0s0_sm3_sls_clothcharr1.hlsl"
{
colorMapSampler = material.colorMap;
detailMapSampler = material.detailMap;
detailScale = material.detailScale;
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;
subLayerMultiplySampler = material.subLayerMultiplyTexture;
subLayerBaseSampler = material.subLayerBaseTexture;
uvSubLayerMultiplyScroll = material.subLayerMultiplyScroll;
uvSubLayerBaseScroll = material.subLayerBaseScroll;
}
vertex.position = code.position;
vertex.normal = code.normal;
vertex.color[0] = code.color;
vertex.texcoord[0] = code.texcoord[0];
}