// // This file is part of Caelum. // See http://www.ogre3d.org/wiki/index.php/Caelum // // Copyright (c) 2008 Caelum team. See Contributors.txt for details. // // Caelum is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // Caelum is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with Caelum. If not, see . // fragment_program Caelum/DepthComposerFP_Dummy cg { source DepthComposer.cg entry_point MainFP profiles ps_3_0 arbfp1 default_params { } } fragment_program Caelum/DepthComposerFP_DebugDepthRender cg { source DepthComposer.cg entry_point MainFP profiles ps_3_0 arbfp1 compile_arguments -DDEBUG_DEPTH_RENDER=1 default_params { param_named invViewProjMatrix float4x4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 } } fragment_program Caelum/DepthComposerFP_ExpGroundFog cg { source DepthComposer.cg entry_point MainFP profiles ps_3_0 arbfp1 compile_arguments -DEXP_GROUND_FOG=1 default_params { param_named invViewProjMatrix float4x4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 param_named worldCameraPos float4 0 0 0 0 param_named groundFogDensity float 0.1 param_named groundFogVerticalDecay float 0.2 param_named groundFogBaseLevel float 5 param_named groundFogColour float4 1 0 1 1 } } fragment_program Caelum/DepthComposerFP_SkyDomeHaze cg { source DepthComposer.cg entry_point MainFP profiles ps_3_0 arbfp1 compile_arguments -DSKY_DOME_HAZE=1 -DHAZE_DEPTH_TEXTURE=s2 default_params { param_named invViewProjMatrix float4x4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 param_named worldCameraPos float4 0 0 0 0 param_named sunDirection float3 0 1 0 param_named hazeColour float3 0.1 0.2 0.6 } } fragment_program Caelum/DepthComposerFP_SkyDomeHaze_ExpGroundFog cg { source DepthComposer.cg entry_point MainFP profiles ps_3_0 arbfp1 compile_arguments -DEXP_GROUND_FOG=1 -DSKY_DOME_HAZE=1 -DHAZE_DEPTH_TEXTURE=s2 default_params { param_named invViewProjMatrix float4x4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 param_named worldCameraPos float4 0 0 0 0 param_named sunDirection float3 0 1 0 param_named hazeColour float3 0.1 0.2 0.6 param_named groundFogDensity float 0.1 param_named groundFogVerticalDecay float 0.2 param_named groundFogBaseLevel float 5 param_named groundFogColour float4 1 0 1 1 } } material Caelum/DepthRender { technique Default { pass Main { // This is required! depth_write on depth_check on vertex_program_ref Caelum/DepthRenderVP { } fragment_program_ref Caelum/DepthRenderFP { } } } } // Material for rendering depth of an alpha-rejection material. // // Unlike the regular Caelum/DepthRender this also outputs alpha from a texture. // The shaders (VP/FP) can be trivially used in more complex materials. material Caelum/DepthRenderAlphaRejection { technique Default { pass Main { depth_write on depth_check on vertex_program_ref Caelum/DepthRenderAlphaRejectionVP { } fragment_program_ref Caelum/DepthRenderAlphaRejectionFP { } alpha_rejection greater 128 texture_unit Main { } } } } material Caelum/DepthComposer_Dummy { technique Default { pass Main { vertex_program_ref Caelum/MinimalCompositorVP { } fragment_program_ref Caelum/DepthComposerFP_Dummy { } texture_unit Screen { filtering none } texture_unit Depth { filtering none } } } } material Caelum/DepthComposer_DebugDepthRender { technique Default { pass Main { vertex_program_ref Caelum/MinimalCompositorVP { } fragment_program_ref Caelum/DepthComposerFP_DebugDepthRender { } texture_unit Screen { filtering none } texture_unit Depth { filtering none } } } } material Caelum/DepthComposer_ExpGroundFog { technique Default { pass Main { vertex_program_ref Caelum/MinimalCompositorVP { } fragment_program_ref Caelum/DepthComposerFP_ExpGroundFog { } texture_unit Screen { filtering none } texture_unit Depth { filtering none } } } } material Caelum/DepthComposer_SkyDomeHaze { technique Default { pass Main { vertex_program_ref Caelum/MinimalCompositorVP { } fragment_program_ref Caelum/DepthComposerFP_SkyDomeHaze { } texture_unit Screen { filtering none } texture_unit Depth { filtering none } texture_unit AtmosphereDepth { texture AtmosphereDepth.png 1d 0 tex_address_mode clamp } } } } material Caelum/DepthComposer_SkyDomeHaze_ExpGroundFog { technique Default { pass Main { vertex_program_ref Caelum/MinimalCompositorVP { } fragment_program_ref Caelum/DepthComposerFP_SkyDomeHaze_ExpGroundFog { } texture_unit Screen { filtering none } texture_unit Depth { filtering none } texture_unit AtmosphereDepth { texture AtmosphereDepth.png 1d 0 filtering bilinear tex_address_mode clamp } } } }