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


// Post processors  
  
material DeferredShading/Post/Multi  
{  
    technique  
    {  
    	pass  
		{  
			// Ambient and depth write pass  
			cull_hardware none  
			cull_software none  
			//depth_check off  
			depth_write on  
  
			fragment_program_ref DeferredShading/post/hlsl/Ambient_ps  
			{  
			}  
			vertex_program_ref DeferredShading/post/hlsl/vs  
			{  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
		}  
		pass  
		{  
			scene_blend add  
			cull_hardware none  
			cull_software none  
			iteration once_per_light  
			depth_write off  
			//depth_check off  
  
			fragment_program_ref DeferredShading/post/hlsl/GlobalLight_ps  
			{  
			}  
			vertex_program_ref DeferredShading/post/hlsl/vs  
			{  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
		}  
	}  
	technique  
    {  
    	pass  
		{  
			// Ambient and depth write pass  
			cull_hardware none  
			cull_software none  
			//depth_check off  
			depth_write on  
  
			fragment_program_ref DeferredShading/post/glsl/Ambient_ps  
			{  
			}  
			vertex_program_ref DeferredShading/post/glsl/vs  
			{  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
		}  
		pass  
		{  
			scene_blend add  
			cull_hardware none  
			cull_software none  
			iteration once_per_light  
			depth_write off  
			depth_check off  
  
			fragment_program_ref DeferredShading/post/glsl/GlobalLight_ps  
			{  
			}  
			vertex_program_ref DeferredShading/post/glsl/vs  
			{  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
		}  
	}  
}