TEST-STRCMP4CODES

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pass -clipAlways -modifiedEachFrameHint #fillmode wireframe alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)

     seti textureLights (numLightsOfType(environmentCube))  
     depthTest true -enableDepthWrite false          
  

shaderProgram -target vertexProgram -method compile -version 1_1

bindConstants 0 -bindingID geomToClip -constantCount 4 bindConstants 4 -bindingID geomToCamera -constantCount 3

bindConstants 7 -bindingID frameInfo

bindConstants 11 -bindingID immediateData -data ($wmXRepeat, 0, $wmXWaveHeight, $wmXSpeed) bindConstants 12 -bindingID immediateData -data (0, $wmYRepeat, $wmYWaveHeight, $wmYSpeed)

# pre-evaluate these setf xscale (-$wmXRepeat * $wmXWaveHeight) setf yscale (-$wmYRepeat * $wmYWaveHeight) bindConstants 13 -bindingID immediateData -data ($xscale,$yscale, 1,0) bindConstants 14 -bindingID allStandardLightData -constantCount 4 -constantType float bindConstants 18 -bindingID cameraToGlobal -constantCount 3 bindConstants 21 -bindingID cameraToGeom -constantCount 3

        if (tsIsDay)         
           bindConstants 25 -bindingID immediateData -data (0.75, 0.75, 0.75, 1)         
        else
           bindConstants 25 -bindingID immediateData -data (0.2, 0.2, 0.2, 1)         
        endif

shaderSource float4 frameInfo : register(c7); float4 waveDataX : register(c11); float4 waveDataY : register(c12); float4 waveDataHelper : register(c13); float4x4 clipSpaceMatrix : register(c0); float4x3 cameraSpaceMatrix : register(c4); float4x3 cameraToGlobalMatrix : register(c18); float4x3 cameraToGeomMatrix : register(c21);

           float4 nightColor: register(c25);

float4 lightDirection : register(c14); float4 lightColor : register(c15); float4 lightSpecular : register(c16); const static float4 refractionWeights={1,1,2,0}; const static float4 layerBlue={0.3, 0.7, 1.0, 1};

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