cod5-sdk/raw/techniques/lp_b0c0d0n0s0_nc_dtex_sm3_eyeball1.tech
2008-11-20 00:00:00 +00:00

31 lines
826 B
Text

{
stateMap "premulalpha";
vertexShader 3.0 "lp_s_tc0n0_nc_dtex_sm3_eyeball1.hlsl"
{
}
pixelShader 3.0 "lp_b0c0d0n0s0_nc_sm3_eyeball1.hlsl"
{
colorMapSampler = material.colorMap;
detailMapSampler = material.detailMap;
detailScale = material.detailScale;
normalMapSampler = material.normalMap;
specularMapSampler = material.specularMap;
envMapParms = material.envMapParms;
eyeballGlossScale = material.eyeballGlossScale;
eyeballEyeScale = material.eyeballEyeScale;
eyeballEyeCenter = material.eyeballEyeCenter;
eyeballGlossMap_Sampler = material.eyeballGlossMap;
eyeballSphereMap_Sampler = material.eyeballSphereMap;
}
vertex.position = code.position;
vertex.normal = code.normal;
vertex.texcoord[0] = code.texcoord[0];
vertex.texcoord[2] = code.tangent;
}