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History: CelShading.program
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Source of version: 2
(current)
{CODE(wrap="1", colors="c++")}// // The maximum number of lights per-object (for now we can go no higher than 6). Decrease this value if you need some extra performance. // // If you change this, then you must enter 'CelShading.cg' and change the 'NUM_LIGHTS' // definition to match this variable. set $numLights 6 vertex_program CelShadingVP cg { source CelShading.cg entry_point main_vp profiles vs_1_1 arbvp1 default_params { param_named_auto worldViewProj worldviewproj_matrix } } fragment_program CelShadingFP cg { source CelShading.cg entry_point main_fp profiles ps_2_x arbfp1 default_params { param_named_auto eyePosition camera_position_object_space param_named_auto ambientColor surface_ambient_colour param_named_auto diffuseColor surface_diffuse_colour param_named_auto specularColor surface_specular_colour param_named_auto emissiveColor surface_emissive_colour param_named_auto shininess surface_shininess param_named_auto ambientLight ambient_light_colour param_named_auto lightDiffuse light_diffuse_colour_array $numLights param_named_auto lightSpecular light_specular_colour_array $numLights param_named_auto lightPosition light_position_object_space_array $numLights param_named_auto lightAttenuation light_attenuation_array $numLights } } fragment_program CelShadingDecalFP cg { source CelShading.cg entry_point mainDecal_fp profiles ps_2_x arbfp1 default_params { param_named_auto eyePosition camera_position_object_space param_named_auto ambientColor surface_ambient_colour param_named_auto diffuseColor surface_diffuse_colour param_named_auto specularColor surface_specular_colour param_named_auto emissiveColor surface_emissive_colour param_named_auto shininess surface_shininess param_named_auto ambientLight ambient_light_colour param_named_auto lightDiffuse light_diffuse_colour_array $numLights param_named_auto lightSpecular light_specular_colour_array $numLights param_named_auto lightPosition light_position_object_space_array $numLights param_named_auto lightAttenuation light_attenuation_array $numLights } } fragment_program CelShadingDecalSpecFP cg { source CelShading.cg entry_point mainDecalSpec_fp profiles ps_2_x arbfp1 default_params { param_named_auto eyePosition camera_position_object_space param_named_auto ambientColor surface_ambient_colour param_named_auto diffuseColor surface_diffuse_colour param_named_auto specularColor surface_specular_colour param_named_auto emissiveColor surface_emissive_colour param_named_auto shininess surface_shininess param_named_auto ambientLight ambient_light_colour param_named_auto lightDiffuse light_diffuse_colour_array $numLights param_named_auto lightSpecular light_specular_colour_array $numLights param_named_auto lightPosition light_position_object_space_array $numLights param_named_auto lightAttenuation light_attenuation_array $numLights } }{CODE}
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