vertex_program DepthShadowmap/CasterVP glsl { source dural/base/DepthShadowmapCaster.vert preprocessor_defines LINEAR_RANGE=0,ALPHA=1 default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto texelOffsets texel_offsets //param_named_auto depthRange scene_depth_range } } vertex_program DepthShadowmap/CasterVP/NoAlpha glsl { source dural/base/DepthShadowmapCaster.vert preprocessor_defines LINEAR_RANGE=0,ALPHA=0 default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto texelOffsets texel_offsets //param_named_auto depthRange scene_depth_range } } vertex_program DepthShadowmap/CasterVP/Skinning/1 glsl { source dural/base/DepthShadowmapCaster.vert includes_skeletal_animation true preprocessor_defines LINEAR_RANGE=0,ALPHA=1,SKINNING=1 default_params { param_named_auto worldMatrix world_matrix param_named_auto viewProjMatrix viewproj_matrix param_named_auto worldMatrix3x4Array world_matrix_array_3x4 param_named_auto texelOffsets texel_offsets } } vertex_program DepthShadowmap/CasterVP/Skinning/2 glsl : DepthShadowmap/CasterVP/Skinning/1 { preprocessor_defines LINEAR_RANGE=0,ALPHA=1,SKINNING=2 } vertex_program DepthShadowmap/CasterVP/Skinning/3 glsl : DepthShadowmap/CasterVP/Skinning/1 { preprocessor_defines LINEAR_RANGE=0,ALPHA=1,SKINNING=3 } vertex_program DepthShadowmap/CasterVP/Skinning/4 glsl : DepthShadowmap/CasterVP/Skinning/1 { preprocessor_defines LINEAR_RANGE=0,ALPHA=1,SKINNING=4 } vertex_program DepthShadowmap/CasterVP/NoAlpha/Skinning/1 glsl { source dural/base/DepthShadowmapCaster.vert includes_skeletal_animation true preprocessor_defines LINEAR_RANGE=0,ALPHA=0,SKINNING=1 default_params { param_named_auto worldMatrix world_matrix param_named_auto viewProjMatrix viewproj_matrix param_named_auto worldMatrix3x4Array world_matrix_array_3x4 param_named_auto texelOffsets texel_offsets } } vertex_program DepthShadowmap/CasterVP/NoAlpha/Skinning/2 glsl : DepthShadowmap/CasterVP/NoAlpha/Skinning/1 { preprocessor_defines LINEAR_RANGE=0,ALPHA=0,SKINNING=2 } vertex_program DepthShadowmap/CasterVP/NoAlpha/Skinning/3 glsl : DepthShadowmap/CasterVP/NoAlpha/Skinning/1 { preprocessor_defines LINEAR_RANGE=0,ALPHA=0,SKINNING=3 } vertex_program DepthShadowmap/CasterVP/NoAlpha/Skinning/4 glsl : DepthShadowmap/CasterVP/NoAlpha/Skinning/1 { preprocessor_defines LINEAR_RANGE=0,ALPHA=0,SKINNING=4 } vertex_program DepthShadowmap/CasterVP/SkinningDQ glsl { source dural/base/DepthShadowmapCaster.vert includes_skeletal_animation true preprocessor_defines LINEAR_RANGE=0,ALPHA=1,SKINNING=1,SKINNING_DQ=1 default_params { param_named_auto worldMatrix world_matrix param_named_auto viewProjMatrix viewproj_matrix param_named_auto worldDualQuaternion2x4Array world_dualquaternion_array_2x4 param_named_auto texelOffsets texel_offsets } } vertex_program DepthShadowmap/CasterVP/NoAlpha/SkinningDQ glsl { source dural/base/DepthShadowmapCaster.vert includes_skeletal_animation true preprocessor_defines LINEAR_RANGE=0,ALPHA=0,SKINNING=1,SKINNING_DQ=1 default_params { param_named_auto worldMatrix world_matrix param_named_auto viewProjMatrix viewproj_matrix param_named_auto worldDualQuaternion2x4Array world_dualquaternion_array_2x4 param_named_auto texelOffsets texel_offsets } } //Instanced rendering using a large vertex buffer. vertex_program DepthShadowmap/CasterVP/Instanced/Shader glsl { source dural/base/DepthShadowmapCaster.vert preprocessor_defines LINEAR_RANGE=0,ALPHA=1,INSTANCED=1,INSTANCED_SHADER=1 default_params { param_named_auto viewProjMatrix viewproj_matrix param_named_auto worldMatrix3x4Array world_matrix_array_3x4 param_named_auto texelOffsets texel_offsets //param_named_auto depthRange scene_depth_range } } //Instanced HW rendering, where there's only one UV coord set. vertex_program DepthShadowmap/CasterVP/Instanced/HW/1 glsl { source dural/base/DepthShadowmapCaster.vert preprocessor_defines LINEAR_RANGE=0,ALPHA=1,INSTANCED=1,INSTANCED_HW=1 default_params { param_named_auto viewProjMatrix viewproj_matrix param_named_auto texelOffsets texel_offsets //param_named_auto depthRange scene_depth_range } } //Instanced HW rendering, where there are two UV coord sets. vertex_program DepthShadowmap/CasterVP/Instanced/HW/2 glsl : DepthShadowmap/CasterVP/Instanced/HW/1 { preprocessor_defines LINEAR_RANGE=0,ALPHA=1,INSTANCED=1,INSTANCED_HW=2 } vertex_program DepthShadowmap/CasterVP/NoAlpha/Instanced/Shader glsl { source dural/base/DepthShadowmapCaster.vert preprocessor_defines LINEAR_RANGE=0,ALPHA=0,INSTANCED=1,INSTANCED_SHADER=1 default_params { param_named_auto viewProjMatrix viewproj_matrix param_named_auto worldMatrix3x4Array world_matrix_array_3x4 param_named_auto texelOffsets texel_offsets //param_named_auto depthRange scene_depth_range } } //Instanced HW rendering, where there's only one UV coord set. vertex_program DepthShadowmap/CasterVP/NoAlpha/Instanced/HW/1 glsl { source dural/base/DepthShadowmapCaster.vert preprocessor_defines LINEAR_RANGE=0,ALPHA=0,INSTANCED=1,INSTANCED_HW=1 default_params { param_named_auto viewProjMatrix viewproj_matrix param_named_auto texelOffsets texel_offsets //param_named_auto depthRange scene_depth_range } } //Instanced HW rendering, where there are two UV coord sets. vertex_program DepthShadowmap/CasterVP/NoAlpha/Instanced/HW/2 glsl : DepthShadowmap/CasterVP/NoAlpha/Instanced/HW/1 { preprocessor_defines LINEAR_RANGE=0,ALPHA=0,INSTANCED=1,INSTANCED_HW=2 } fragment_program DepthShadowmap/CasterFP glsl { source dural/base/DepthShadowmapCaster.frag preprocessor_defines LINEAR_RANGE=0,ALPHA=1 default_params { param_named diffuseMap int 0 } } fragment_program DepthShadowmap/CasterFP/NoAlpha glsl { source dural/base/DepthShadowmapCaster.frag preprocessor_defines LINEAR_RANGE=0,ALPHA=0 default_params { } }