www.pudn.com > 3dwind2.0.rar > deferred.glsl.program


// Materials for rendering to the fat buffer  
  
// Plain phong  
vertex_program DeferredShading/material/glsl/vs glsl  
{  
	source DeferredShading/material/glsl/vs.glsl  
}  
fragment_program DeferredShading/material/glsl/ps glsl  
{  
	source DeferredShading/material/glsl/ps.glsl  
	default_params  
	{  
		param_named specularity float 0.0  
	}  
}  
fragment_program DeferredShading/material/glsl/notex_ps glsl  
{  
	source DeferredShading/material/glsl/notex_ps.glsl  
	default_params  
	{  
		param_named specularity float 0.0  
		param_named colour float3 0.7 0.7 0.7  
	}  
}  
  
// Normal mapping  
vertex_program DeferredShading/material/glsl/nm_vs glsl  
{  
	source DeferredShading/material/glsl/nm_vs.glsl  
}  
fragment_program DeferredShading/material/glsl/nm_ps glsl  
{  
	source DeferredShading/material/glsl/nm_ps.glsl  
	default_params  
	{  
		param_named specularity float 0.0  
		param_named tex0 int 0  
		param_named normTex int 1  
	}  
}  
fragment_program DeferredShading/material/glsl/nm_notex_ps glsl  
{  
	source DeferredShading/material/glsl/nm_notex_ps.glsl  
	default_params  
	{  
		param_named colour float3 0.7 0.7 0.7  
		param_named specularity float 0.0  
		param_named normTex int 0  
	}  
}