/////////////////////////////////////////////////////////////////////////////// // Shader Name: stfrond // Copyright 2007 Google Inc. All Rights Reserved. // Reworked into GE/Alchemy by: dfalcantara@google.com (Dan Alcantara) /////////////////////////////////////////////////////////////////////////////// #include /////////////////////////////////////////////////////////////////////////////// [INTERFACE] section = stfrond [stfrond] attrs= [CONFIGURATION] fileName = stfrond.cfg implementation = hardware_shader_implementation /////////////////////////////////////////////////////////////////////////////// // PASS DECLARATIONS // Most of the attributes are contained in STCommonObjects.ini. // FakeLightDirection is set to be a static direction pointing downwards. /////////////////////////////////////////////////////////////////////////////// [single_pass] attrs = enableVertexShaderATTR,bindVertexShader,\ enablePixelShaderATTR,bindPixelShader /////////////////////////////////////////////////////////////////////////////// // VERTEX SHADER /////////////////////////////////////////////////////////////////////////////// [bindVertexShader] type = igVertexShaderBindAttr fields = _vertexShader _vertexShader.value = vertexShader [vertexShader] type = igVertexShaderAttr fields = _textDefinition,_entryPoint,_stateList _textDefinition.file = stfrond.arbvp1 _entryPoint.value = vmain _stateList.value = batch_model_view_proj_VS, \ batch_camera_location_VS, \ lightDirection_VS, \ treePosAndScale_VS, \ treeRotationVector_VS, \ lod_profile_VS, \ materialDiffuse_VS /////////////////////////////////////////////////////////////////////////////// // PIXEL SHADER /////////////////////////////////////////////////////////////////////////////// [bindPixelShader] type = igPixelShaderBindAttr fields = _pixelShader _pixelShader.value = pixelShader [pixelShader] type = igPixelShaderAttr fields = _textDefinition,_entryPoint,_stateList,_samplerList _textDefinition.file = stfrond.arbfp1 _entryPoint.value = pmain _stateList.value = materialAmbient_PS, \ materialDiffuse_PS _samplerList.value = diffuseMap_PS, \ normalMap_PS