Difference between revisions of "TEST-STRCMP4CODES"
| Line 75: | Line 75: | ||
end | end | ||
enddef | enddef | ||
| + | |||
| + | materialDefinition lotSkirtSea | ||
| + | setDefinition LotSkirtWater | ||
| + | addParam stdMatLightingEnabled false | ||
| + | addParam stdMatLayer 0 | ||
| + | |||
| + | addParam stdMatDiffCoef (1, 1, 1) | ||
| + | |||
| + | addParam wmReflectionTexture swimming_pool-envcube | ||
| + | |||
| + | addParam wmTransparency 0.4 | ||
| + | |||
| + | addParam wmXSpeed 3 | ||
| + | addParam wmXRepeat 5 | ||
| + | addParam wmXWaveHeight 0.001 | ||
| + | |||
| + | addParam wmYSpeed 3 | ||
| + | addParam wmYRepeat 6 | ||
| + | addParam wmYWaveHeight 0.001 | ||
| + | |||
| + | end | ||
| + | |||
| + | materialDefinition lotSkirtSeaNoReflection | ||
| + | setDefinition LotSkirtWaterNoReflection | ||
| + | end | ||
Revision as of 11:15, 7 September 2007
define LotSkirtWater() material create DetermineHardwareSupport()
if ($useHWShader2Path) create LotSkirtPSWater() else
shader -layer $nhoodWaterLayer validateRenderShaderContext -vertexFormat position 0 required validateRenderShaderContext -vertexFormat normal 0 required validateRenderShaderContext -vertexFormat texcoord 0 required viewerRenderTypePred viewerRenderType
pass -fixedFunction
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha) colorScalar $lotSkirtWaterReflColour 0.50 depthTest true -enableDepthWrite false
#tring to remove warble I think it may be caused by depth bias. #ffDepthOffset -2
stage ffTextureCoordsSource fromPosition ffTextureMatrix -cameraToClip -scalev ((-0.5 * $ratioW), (-0.5 * $ratioH)) -trans (0.5, 0.5) textureAddressing clamp clamp texture "ScreenReflection"
textureBlend multiply(texture colorScalar) multiply(diffuse colorScalar) end
end end endif
end
enddef
define LotSkirtWaterNoReflection()
material
# fallback: no reflection.
shader -layer ($nhoodWaterLayer)
viewerRenderTypePred viewerRenderType
create DetermineHardwareSupport()
pass -fixedFunction
# For now, we are diabling the lighting since we simply want to use the vertex colors. create LightingStatesNoStdLightsParam(false true) alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
colorScalar (.4, .6, .9, .4)
#tring to remove warble I think it may be caused by depth bias.
#ffDepthOffset -2
fillmode $stdMatFillMode
stage
#texture reflectionoutdoorwater-envcube
if ($cubeMapSupport)
texture $skyboxCubeMap
textureMIPFilterHint disabled
ffTextureCoordsSource fromReflectionVector
ffTextureMatrix -orientCameraToGlobal
textureAddressing clamp clamp clamp
textureBlend multiply(texture colorScalar) select(colorScalar)
else
textureBlend select(colorScalar) multiply(diffuse colorScalar)
endif
end
end
end
end
enddef
materialDefinition lotSkirtSea
setDefinition LotSkirtWater addParam stdMatLightingEnabled false addParam stdMatLayer 0 addParam stdMatDiffCoef (1, 1, 1)
addParam wmReflectionTexture swimming_pool-envcube
addParam wmTransparency 0.4
addParam wmXSpeed 3 addParam wmXRepeat 5 addParam wmXWaveHeight 0.001 addParam wmYSpeed 3 addParam wmYRepeat 6 addParam wmYWaveHeight 0.001
end
materialDefinition lotSkirtSeaNoReflection
setDefinition LotSkirtWaterNoReflection
end