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
}
}
}
}