Difference between revisions of "TEST-STRCMP4CODES"

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EP6-BV
 
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# glow
 
 
 
#
 
#
 +
# Effect materials
 
#
 
#
#
 
 
# Used for glow/steam effects: transparency falls off at edges
 
# of object. (Camera-relative normal looks up into a cube map.)
 
define CubeAlphaFalloff()
 
  material
 
      attributes
 
        attribute steamRGB float3
 
        attribute steamAlpha float1
 
      end
 
 
      shader -layer ($stdMatLayer * 18 + 17)
 
        vertexFormatPred position      0 true
 
        vertexFormatPred normal        0 true
 
        vertexFormatPred texcoord      0 true
 
        vertexFormatPred blendindices  0 false
 
        vertexFormatPred targetindices 0 false
 
 
create DetermineHardwareSupport()
 
 
if ($useFixedFunctionPath or $useSWVertexShaderPath)
 
pass -fixedFunction
 
create LightingStatesNoStdLightsParam(true false)
 
alphaBlend srcFactor(srcAlpha) add dstFactor(one)
 
depthTest true -enableDepthWrite false
 
ffMatCoef -amb (1,1,1) -diff (1,1,1) -emit (0,0,0) -spec (0,0,0) -specPow 0
 
colorScalar $stdMatDiffCoeff $stdMatAlphaMultiplier
 
fillmode $stdMatFillMode
 
 
stage
 
texture $stdMatEnvCubeTextureName -alphaFalloffCubeMap 64 (0, 1, 0) (-30, 255) 5
 
textureMIPFilterHint disabled
 
ffTextureCoordsSource fromNormal
 
textureTransformType vector3
 
textureAddressing clamp clamp clamp
 
textureBlend select(texture:alphaReplicate) multiply(texture colorScalar)
 
end
 
 
stage
 
texture $stdMatBaseTextureName ${stdMatBaseTextureParam} 
 
ffTextureCoordsSource 0
 
textureBlend select(colorScalar) multiply(outRegister texture)
 
end
 
end
 
else
 
 
# VS/PS equivelant
 
pass
 
create NonStandardLighting()
 
 
alphaBlend srcFactor(srcAlpha) add dstFactor(one)
 
depthTest true -enableDepthWrite false
 
fillmode $stdMatFillMode
 
 
shaderProgram -target vertexProgram -method assemble
 
bindConstants 0 -bindingID geomToClip -constantCount 4
 
bindConstants 4 -bindingID geomToCamera -constantCount 3
 
shaderSource
 
vs_1_1
 
dcl_position v0
 
dcl_normal v1
 
dcl_texcoord v2
 
 
m4x4 oPos, v0, c0  ; send to clip space
 
 
mov oT1.xy, v2  ; copy tex coords straight out
 
 
m3x3 oT0.xyz, v1, c4  ; transform normal to camera space.
 
 
endShaderSource
 
end
 
 
shaderProgram -target pixelProgram -method assemble
 
 
setv3 evalDiffuse ($stdMatDiffCoeff)
 
bindConstants 0 -bindingID immediateData -data ($evalDiffuse, $stdMatAlphaMultiplier)
 
 
shaderSource
 
ps_1_1
 
tex t0 ; a cube map
 
tex t1 ; a 2D texture
 
 
mov r0.rgb, c0  ; output color from the diffuse
 
+ mul r0.a, t0.a, c0.a  ; alpha = tex0.a * tex1.a * alphaMultiplier
 
mul r0.a, r0.a, t1.a
 
 
endShaderSource
 
 
end
 
 
 
sampler 0
 
texture $stdMatEnvCubeTextureName -alphaFalloffCubeMap 64 (0, 1, 0) (-30, 255) 5
 
textureMIPFilterHint disabled
 
textureAddressing clamp clamp clamp
 
end
 
sampler 1
 
texture $stdMatBaseTextureName ${stdMatBaseTextureParam} 
 
end
 
 
end
 
 
endif
 
      end # shader
 
     
 
      #fallback, do nothing
 
      shader
 
      end
 
     
 
  end
 
enddef
 
 
#
 
# Various lighting glows.
 
#
 
materialDefinition lightingTableBigBulb_glowSphere
 
  setDefinition CubeAlphaFalloff
 
  addParam stdMatLayer 15
 
  addParam stdMatDiffCoeff (1, 1, .8)
 
  addParam stdMatAlphaBlendMode additive
 
  addParam stdMatAlphaMultiplier 0.55
 
  addParam stdMatEnvCubeTextureName lightingStreetlight_glow_alphaFalloff5
 
  addParam stdMatBaseTextureName lightingStreetlight-glowSphere-alpha
 
end
 
 
materialDefinition lightingStreetlight_glowSphereNull
 
  setDefinition Null
 
  addParam stdMatLayer 15
 
  addParam stdMatDiffCoeff (1, 1, 1)
 
  addParam stdMatAlphaBlendMode additive
 
  addParam stdMatAlphaMultiplier 1
 
  addParam stdMatEnvCubeTextureName steamSphere_alphaFalloff5
 
  addParam stdMatBaseTextureName steam-alpha
 
end
 
  
materialDefinition lightingStreetlight_glowSphere
+
# Standard materials used directly by the
  setDefinition CubeAlphaFalloff
+
# effects manager, or referenced from Maya
  addParam stdMatLayer 15
+
include "particles.matShad"
  addParam stdMatDiffCoeff (1, 1, .8)
+
  addParam stdMatAlphaBlendMode additive
+
  addParam stdMatAlphaMultiplier 1
+
  addParam stdMatEnvCubeTextureName lightingStreetlight_glow_alphaFalloff5
+
  addParam stdMatBaseTextureName lightingStreetlight-glowSphere-alpha
+
end
+
  
materialDefinition memoryIcon_glowSphere
+
# Custom materials referenced from Maya or
  setDefinition CubeAlphaFalloff
+
# effect scripts.
  addParam stdMatLayer 15
+
include "effects.matShad"
  addParam stdMatDiffCoeff (1, 1, .8)
+
include "effectsUI.matShad"
  addParam stdMatAlphaBlendMode additive
+
include "lamps.matShad"
  addParam stdMatAlphaMultiplier 1
+
include "steam.matShad"
 
+
include "clothesChange.matShad"
  addParam stdMatEnvCubeTextureName lightingStreetlight_glow_alphaFalloff5
+
include "fight.matShad"
  addParam stdMatBaseTextureName reflection3DGlow-envcube6
+
include "food.matShad"
end
+
include "hottub.matShad"
 +
include "stereo.matShad"
 +
include "lightning.matShad"
 +
include "animals.matShad"
 +
include "water.matShad"

Revision as of 08:33, 7 September 2007

  1. Effect materials
  1. Standard materials used directly by the
  2. effects manager, or referenced from Maya

include "particles.matShad"

  1. Custom materials referenced from Maya or
  2. effect scripts.

include "effects.matShad" include "effectsUI.matShad" include "lamps.matShad" include "steam.matShad" include "clothesChange.matShad" include "fight.matShad" include "food.matShad" include "hottub.matShad" include "stereo.matShad" include "lightning.matShad" include "animals.matShad" include "water.matShad"

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