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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 } } } }