www.pudn.com > 3dwind2.0.rar > deferred.material


// Materials for rendering to the fat buffer  
  
// Textured Phong shading material  
material DeferredShading/Material/TexturedPhong  
{  
	technique hlsl  
	{  
		pass main  
		{  
			vertex_program_ref DeferredShading/material/hlsl/vs  
			{  
			}  
			fragment_program_ref DeferredShading/material/hlsl/ps  
			{  
			}  
  
			texture_unit  
			{  
			}  
		}  
	}  
	technique glsl  
	{  
		pass main  
		{  
			vertex_program_ref DeferredShading/material/glsl/vs  
			{  
			}  
			fragment_program_ref DeferredShading/material/glsl/ps  
			{  
			}  
  
			texture_unit  
			{  
			}  
		}  
	}  
}  
  
// Untextured Phong shading material  
material DeferredShading/Material/UntexturedPhong  
{  
	technique hlsl  
	{  
		pass main  
		{  
			vertex_program_ref DeferredShading/material/hlsl/vs  
			{  
			}  
			fragment_program_ref DeferredShading/material/hlsl/notex_ps  
			{  
			}  
		}  
	}  
	technique glsl  
	{  
		pass main  
		{  
			vertex_program_ref DeferredShading/material/glsl/vs  
			{  
			}  
			fragment_program_ref DeferredShading/material/glsl/notex_ps  
			{  
			}  
		}  
	}  
}  
  
// Textured normal mapped material  
material DeferredShading/Material/TexturedNormalMapped  
{  
	technique hlsl  
	{  
		pass main  
		{  
			vertex_program_ref DeferredShading/material/hlsl/nm_vs  
			{  
			}  
			fragment_program_ref DeferredShading/material/hlsl/nm_ps  
			{  
			}  
  
			texture_unit  
			{  
			}  
			texture_unit  
			{  
				tex_coord_set 1  
			}  
		}  
	}  
	technique glsl  
	{  
		pass main  
		{  
			vertex_program_ref DeferredShading/material/glsl/nm_vs  
			{  
			}  
			fragment_program_ref DeferredShading/material/glsl/nm_ps  
			{  
			}  
  
			texture_unit  
			{  
			}  
			texture_unit  
			{  
				tex_coord_set 1  
			}  
		}  
	}  
}  
  
// Untextured normal mapped material  
material DeferredShading/Material/UntexturedNormalMapped  
{  
	technique hlsl  
	{  
		pass main  
		{  
			vertex_program_ref DeferredShading/material/hlsl/nm_vs  
			{  
			}  
			fragment_program_ref DeferredShading/material/hlsl/nm_notex_ps  
			{  
			}  
			texture_unit  
			{  
			}  
		}  
	}  
	technique glsl  
	{  
		pass main  
		{  
			vertex_program_ref DeferredShading/material/glsl/nm_vs  
			{  
			}  
			fragment_program_ref DeferredShading/material/glsl/nm_notex_ps  
			{  
			}  
			texture_unit  
			{  
				tex_coord_set 0  
			}  
			texture_unit  
			{  
				tex_coord_set 1  
			}  
		}  
	}  
}