cod5-sdk/raw/techniques/lp_spot_r0c0d0n0s0_dtex_sm3_clrdtl_clothwet1.tech
2008-11-20 00:00:00 +00:00

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{
stateMap "default";
vertexShader 3.0 "lp_omni_s_tc0n0_dtex_sm3_clrdtl_clothwet1.hlsl"
{
}
pixelShader 3.0 "lp_spot_r0c0d0n0s0_sm3_clrdtl_clothwet1.hlsl"
{
colorMapSampler = material.colorMap;
detailMapSampler = material.detailMap;
detailScale = material.detailScale;
normalMapSampler = material.normalMap;
specularMapSampler = material.specularMap;
envMapParms = material.envMapParms;
cwWetColor = material.cwWetColor;
cwWaterLevelHeight = material.cwWaterLevelHeight;
cwWetSpecularity = material.cwWetSpecularity;
cwEnvMapParms = material.cwEnvMapParms;
cwWetnessInvert = material.cwWetnessInvert;
cwWetnessMap_Sampler = material.cwWetnessMap;
cwWetCosineMap_Sampler = material.cwWetCosineMap;
colorDetailScale = material.colorDetailScale;
colorDetailMapSampler = material.colorDetailMap;
}
vertex.position = code.position;
vertex.normal = code.normal;
vertex.color[0] = code.color;
vertex.texcoord[0] = code.texcoord[0];
vertex.texcoord[2] = code.tangent;
}