Updated almost all stuff
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85
resources/main/Shadow.material
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85
resources/main/Shadow.material
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// This file is part of the OGRE project.
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// It is subject to the license terms in the LICENSE file found in the top-level directory
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// of this distribution and at https://www.ogre3d.org/licensing.
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material Ogre/TextureShadowCaster
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{
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receive_shadows false
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technique
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{
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pass
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{
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// Lighting has to be on, because we need shadow coloured objects
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// Note that because we can't predict vertex programs, we'll have to
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// bind light values to those, and so we bind White to ambient
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// reflectance, and we'll set the ambient colour to the shadow colour
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ambient 1 1 1
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diffuse 0 0 0
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specular 0 0 0 1
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emissive 0 0 0
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fog_override true none
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// set depth bias in case this is used with PF_DEPTH
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depth_bias -1 -1
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}
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}
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}
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material Ogre/StencilShadowModulationPass
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{
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technique
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{
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pass
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{
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lighting off
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scene_blend modulate
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depth_write off
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depth_check off
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cull_hardware none
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vertex_program_ref Ogre/ShadowBlendVP {}
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fragment_program_ref Ogre/ShadowBlendFP {}
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texture_unit {}
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}
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}
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}
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material Ogre/StencilShadowVolumes
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{
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technique
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{
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pass
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{
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// program will be set dynamically to match light type
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vertex_program_ref Ogre/ShadowExtrudeDirLightFinite
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{
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// however, the parameters here are shared between all programs
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param_named_auto worldviewproj_matrix worldviewproj_matrix
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param_named_auto light_position_object_space light_position_object_space 0
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param_named_auto shadow_extrusion_distance shadow_extrusion_distance 0
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}
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fragment_program_ref Ogre/ShadowBlendFP {}
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}
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}
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}
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material Ogre/Debug/ShadowVolumes
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{
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technique
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{
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pass
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{
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depth_write off
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scene_blend add
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cull_hardware none
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// program will be set dynamically to match light type
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vertex_program_ref Ogre/ShadowExtrudeDirLight
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{
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// however, the parameters here are shared between all programs
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param_named_auto worldviewproj_matrix worldviewproj_matrix
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param_named_auto light_position_object_space light_position_object_space 0
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}
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fragment_program_ref Ogre/ShadowBlendFP {}
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}
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}
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}
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