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
}
}