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

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Text

{
stateMap "stencil_test";
vertexShader 3.0 "water_dynamic_far.hlsl"
{
waterParams = material.waterParams;
oceanFoamValues = material.oceanFoamValues;
oceanShoreValues = material.oceanShoreValues;
}
pixelShader 3.0 "water_dynamic_far.hlsl"
{
colorMapSampler = material.colorMap;
normalMapSampler = material.normalMap;
refractSampler = sampler.resolvedPostSun;
lightsSampler = sampler.postEffectSrc;
waterColor = material.waterColor;
waterParams = material.waterParams;
waterScroll0 = material.waterScroll0;
waterScroll1 = material.waterScroll1;
waterScroll2 = material.waterScroll2;
waterSkyColor = material.waterSkyColor;
waterGroundColor = material.waterGroundColor;
waterSunValues = material.waterSunValues;
oceanFoamValues = material.oceanFoamValues;
oceanShoreValues = material.oceanShoreValues;
oceanBumpValues = material.oceanBumpValues;
envMapParms = material.envMapParms;
}
vertex.position = code.position;
vertex.normal = code.normal;
vertex.color[0] = code.color;
vertex.texcoord[1] = code.tangent;
}