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ogre-prototype/water/water.material

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/*
//----------------------------
// Distortion effects
//----------------------------
vertex_program Examples/FresnelRefractReflectVP glsl glsles glslang hlsl
{
source Example_FresnelVp.glsl
}
fragment_program Examples/FresnelRefractReflectFP glsl glsles glslang hlsl
{
source Example_FresnelFp.glsl
default_params
{
// assign samplers as required by GLSL
param_named noiseMap int 0
param_named reflectMap int 1
param_named refractMap int 2
}
}
*/
material Water/Above
{
technique
{
pass
{
ambient 1.0 1.0 1.0 1.0
diffuse 0.0 0.2 0.5 1.0
cull_hardware none
cull_software none
/*
vertex_program_ref Examples/FresnelRefractReflectVP
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto textureProjMatrix texture_worldviewproj_matrix 0
param_named_auto eyePosition camera_position_object_space
param_named_auto timeVal time 0.05
param_named scroll float 1
param_named scale float 1
param_named noise float 1
// scroll and noisePos will need updating per frame
}
fragment_program_ref Examples/FresnelRefractReflectFP
{
param_named fresnelBias float -0.1
param_named fresnelScale float 1.8
param_named fresnelPower float 8
param_named tintColour float4 0 0.05 0.05 1
param_named noiseScale float 0.05
}
*/
vertex_program_ref Water/water_vp
{
}
fragment_program_ref Water/water_fp
{
}
/*
// Noise
texture_unit
{
// Perlin noise volume
texture waves2.png
// min / mag filtering, no mip
filtering linear linear none
tex_address_mode mirror
}
// Reflection
texture_unit
{
content_type compositor Fresnel reflection
tex_address_mode mirror
}
// Refraction
texture_unit
{
content_type compositor Fresnel refraction
tex_address_mode mirror
}
// Normal
texture_unit
{
texture waves2.png
sampler_ref RTSS/NormalMapSampler
// RT Shader system section.
rtshader_system
{
normal_map tangent_space
}
tex_address_mode mirror
}
*/
texture_unit
{
texture ReflectionRefractionTexture
tex_address_mode mirror
filtering linear linear linear
}
/*
texture_unit
{
texture RefractionTexture
tex_address_mode mirror
filtering linear linear linear
}
*/
}
}
}
material Water/Below
{
technique
{
pass
{
ambient 1.0 1.0 1.0 1.0
diffuse 0.0 0.2 0.5 1.0
cull_hardware none
cull_software none
vertex_program_ref Water/water_vp
{
}
fragment_program_ref Water/water_fp
{
}
/*
// Noise
texture_unit
{
// Perlin noise volume
texture waves2.png
// min / mag filtering, no mip
filtering linear linear none
tex_address_mode mirror
}
// Reflection
texture_unit
{
content_type compositor Fresnel reflection
tex_address_mode mirror
}
// Refraction
texture_unit
{
content_type compositor Fresnel refraction
tex_address_mode mirror
}
*/
texture_unit
{
texture ReflectionRefractionTexture
tex_address_mode mirror
filtering linear linear linear
}
/*
texture_unit
{
texture RefractionTexture
tex_address_mode mirror
filtering linear linear linear
}
*/
}
}
}
/*
material Water/Depth
{
technique
{
pass
{
cull_hardware none
alpha_rejection greater_equal 0.5
vertex_program_ref Water/depth_vp
{
param_named_auto world world_matrix
param_named_auto worldViewProj worldviewproj_matrix
}
fragment_program_ref Water/depth_fp
{
param_named_auto cameraPosition camera_position
}
}
}
}
*/