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 12:15, 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