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Bunny.material
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// user material: rex/DiffNormal
vertex_program rex/DiffNormalVP cg
{
source SuperShader.cg
entry_point mainVS
profiles vs_3_0 arbvp1
compile_arguments -DDIFFUSE_MAPPING -DNORMAL_MAPPING
default_params
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto worldMatrix world_matrix
param_named_auto inverseWorldMatrix inverse_world_matrix
param_named_auto sunLightDir light_position 0
param_named_auto lightPos0 light_position 1
param_named_auto lightPos1 light_position 2
param_named_auto lightAtt0 light_attenuation 1
param_named_auto lightAtt1 light_attenuation 2
param_named_auto fogParams fog_params
param_named_auto fogColor fog_colour
}
}
fragment_program rex/DiffNormalFP cg
{
source SuperShader.cg
entry_point mainPS
profiles ps_3_0 arbfp1
compile_arguments -DDIFFUSE_MAPPING -DNORMAL_MAPPING
default_params
{
param_named_auto sunLightCol light_diffuse_colour 0
param_named_auto lightCol0 light_diffuse_colour 1
param_named_auto lightCol1 light_diffuse_colour 2
param_named_auto ambientLight ambient_light_colour
}
}
// abstract passes //
abstract pass rex/DiffNormal/PASS0
{
iteration once
vertex_program_ref rex/DiffNormalVP
{
}
fragment_program_ref rex/DiffNormalFP
{
}
texture_unit baseMap
{
texture TextureMissing.png
}
texture_unit normalMap
{
texture TextureMissing.png
}
}
// Bunny genrated by blender2ogre 0.5.8
material Bunny
{
receive_shadows on
technique
{
pass Bunny
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0
specular 0.5 0.5 0.5 1.0 12.5
emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting on
texture_unit
{
texture bunny_normals.jpg
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
texture_unit
{
texture bunny_prop_text.jpg
tex_address_mode wrap
scale 1.0 1.0
colour_op modulate
}
}
pass Bunny.LAYER0 : rex/DiffNormal/PASS0
{
depth_bias 2.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting on
texture_unit baseMap
{
texture bunny_prop_text.jpg
tex_address_mode wrap
}
texture_unit normalMap
{
texture bunny_normals.jpg
tex_address_mode wrap
}
}
}
}