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History: CelShading.material

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            {CODE(wrap="1", colors="c++")}//
// Cel shading surface colors only.
abstract pass CelShading
{
	vertex_program_ref CelShadingVP {}
	fragment_program_ref CelShadingFP {}
	
	texture_unit diffRamp {
		texture cel_shading_diffuse.png 1d
		tex_address_mode clamp }
	texture_unit specRamp {
		texture cel_shading_specular.png 1d
		tex_address_mode clamp }
}

//
// Cel shading with a decal texture.
abstract pass CelShadingDecal
{	
	vertex_program_ref CelShadingVP {}
	fragment_program_ref CelShadingDecalFP {}
	
	texture_unit diffRamp {
		texture cel_shading_diffuse.png 1d
		tex_address_mode clamp }
	texture_unit specRamp {
		texture cel_shading_specular.png 1d
		tex_address_mode clamp }
	texture_unit decal {}
}

//
// Cel shading with a decal texture and specular mapping.
abstract pass CelShadingDecalSpec
{	
	vertex_program_ref CelShadingVP {}
	fragment_program_ref CelShadingDecalSpecFP {}
	
	texture_unit diffRamp {
		texture cel_shading_diffuse.png 1d
		tex_address_mode clamp }
	texture_unit specRamp {
		texture cel_shading_specular.png 1d
		tex_address_mode clamp }
	texture_unit decal {}
	texture_unit specMap {}
}{CODE}
        

History

Information Version
Fri 20 of Apr, 2012 16:09 GMT-0000 StrakeFengala 3
Fri 20 of Apr, 2012 15:53 GMT-0000 StrakeFengala 2
Fri 20 of Apr, 2012 15:53 GMT-0000 StrakeFengala 1