All_In_Wonder.material
vertex_program WonderShader_Lim3_Fast_Vert cg
{
source All_In_Wonder.cg
default_params
{
param_named_auto lightPosition0 light_position_object_space 0
param_named_auto lightPosition1 light_position_object_space 1
param_named_auto lightPosition2 light_position_object_space 2
param_named_auto eyePosition camera_position_object_space
param_named_auto worldviewproj worldviewproj_matrix
}
entry_point WonderShader_Lim3_Fast_Vert
profiles vs_1_1 arbvp1
}
fragment_program WonderShader_Lim3_Fast_Frag cg
{
source All_In_Wonder.cg
default_params
{
param_named_auto lightDiffuse0 light_diffuse_colour 0
param_named_auto lightDiffuse1 light_diffuse_colour 1
param_named_auto lightDiffuse2 light_diffuse_colour 2
param_named_auto lightSpecular0 light_specular_colour 0
param_named_auto lightSpecular1 light_specular_colour 1
param_named_auto lightSpecular2 light_specular_colour 2
param_named_auto atten0 light_attenuation 0
param_named_auto atten1 light_attenuation 1
param_named_auto atten2 light_attenuation 2
}
entry_point WonderShader_Lim3_Fast_Frag
profiles ps_2_0 arbfp1
}
material WonderShader_Lim3_Fast
{
technique
{
pass
{
// Vertex program reference
vertex_program_ref WonderShader_Lim3_Fast_Vert
{
param_named scale float 5
}
// Fragment program
fragment_program_ref WonderShader_Lim3_Fast_Frag
{
param_named exponent0 float 127
// param_named exponent1 float 127
// param_named exponent2 float 127
//If changed, needs adjusting in Fragshader's every lit!!!!!
param_named scaleBias float4 0.04 -0.02 1 0
param_named ambient float4 0.0 0.0 0.1 1.0
}
// Base bump map
texture_unit
{
texture CC-slateb_NH.dds
//filtering trilinear
}
texture_unit
{
//filtering trilinear
texture CC-slateb.dds
}
}
}
}