Difference between revisions of "ShaderLotskirt"
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Revision as of 18:16, 22 April 2007
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# lotskirt
#
# Shaders for lot skirt
#
#
seti lotSkirtLayer -2
# ==============================================================================
define LotSkirtMaterialDefinition()
setb hasColor false
seti totalLights 0
material
setc stdMatDiffCoef $terrainMatDiffCoef
shader -layer ($lotSkirtLayer * 8)
validateRenderShaderContext -vertexFormat position 0 required
validateRenderShaderContext -vertexFormat normal 0 required
validateRenderShaderContext -vertexFormat texcoord 0 required
# create DetermineHardwareSupport()
#if ($useFixedFunctionPath)
# not all lots seem to have this data, causing validation errors, making this a dynamic predicate solves this problem.
setb hasColor (hasVertexFormat(color,0))
if ($hasColor)
validateRenderShaderContext -vertexFormat color 0 required
endif
pass -fixedFunction
create LightingStates()
create AttenuatedMatCoef(1.0)
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
fillmode $stdMatFillMode
stage
texture $surfaceTexture
textureAddressing tile tile
textureBlend multiply(texture diffuse) select(diffuse)
end
end
#<
else
create SetupCommonHWShaderVariablesAndPredicates()
if ($hasColor)
vertexFormatPred color 0 true
endif
pass
create NonStandardLighting()
fillmode $stdMatFillMode
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
shaderProgram -target vertexProgram -method link
create BindsForHardwareVS1Transforms(false false)
create BindsForLighting($kFullLighting)
# override diffuse, since DX8 path divs by 2.
if ($totalLights)
bindConstants 14 -bindingID immediateData -data (2,2,2,1)
shaderFragment TransformRigidForLighting1_1
create DX8DiffusePassLightFragments(true false 0 $totalLights $distantLightCount $pointLightCount $spotLightCount 1_1)
shaderFragment CopyVertexAlphaToDiffuse1_1
stage
texture $surfaceTexture
textureAddressing tile tile
textureBlend multiply(texture diffuse) select(diffuse)
end
else
shaderFragment TransformPositionRigidNoLighting1_1
shaderFragment Copy2DTexcoords1_1
shaderFragment AmbientLightingVertexColorMaterial1_1
stage
texture $surfaceTexture
textureAddressing tile tile
textureBlend multiply(texture diffuse) select(diffuse)
end
endif
end
end #end pass
endif # if fixed function
#>
end #end shader
end #end material
enddef
define LotSkirtRoadMaterialDefinition()
setb hasColor false
seti totalLights 0
material
shader -layer ($lotSkirtLayer * 8)
validateRenderShaderContext -vertexFormat position 0 required
validateRenderShaderContext -vertexFormat normal 0 required
validateRenderShaderContext -vertexFormat texcoord 0 required
#create DetermineHardwareSupport()
#if ($useFixedFunctionPath)
setb hasColor (hasVertexFormat(color,0))
if ($hasColor)
validateRenderShaderContext -vertexFormat color 0 required
endif
pass -fixedFunction
create LightingStates()
#create LightingStatesNoStdLights()
create AttenuatedMatCoef(1.0)
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
fillmode $stdMatFillMode
stage
texture $surfaceTexture
textureAddressing clamp clamp
textureBlend multiply(texture diffuse) multiply(texture diffuse)
end
end
#< else
create SetupCommonHWShaderVariablesAndPredicates()
if ($hasColor)
vertexFormatPred color 0 true
endif
pass
create NonStandardLighting()
fillmode $stdMatFillMode
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
shaderProgram -target vertexProgram -method link
create BindsForHardwareVS1Transforms(false false)
create BindsForLighting($kFullLighting)
# override diffuse, since DX8 path divs by 2.
shaderFragment TransformRigidForLighting1_1
if ($totalLights)
bindConstants 14 -bindingID immediateData -data (2,2,2,1)
shaderFragment TransformRigidForLighting1_1
create DX8DiffusePassLightFragments(true false 0 $totalLights $distantLightCount $pointLightCount $spotLightCount 1_1)
shaderFragment CopyVertexAlphaToDiffuse1_1
stage
texture $surfaceTexture
textureAddressing tile tile
textureBlend multiply(texture diffuse) multiply(texture diffuse)
end
else
# eyeballed this value to sorta make the sidewalks match.
# grass is still dark, road matches ok.
bindConstants 14 -bindingID immediateData -data (0.8,0.82,0.88,1)
shaderFragment TransformPositionRigidNoLighting1_1
shaderFragment Copy2DTexcoords1_1
shaderFragment AmbientLightingVertexColorMaterial1_1
stage
texture $surfaceTexture
textureAddressing tile tile
textureBlend multiply(texture diffuse) multiply(texture diffuse)
end
endif
end
end #end pass
endif
#>
end
end
enddef
define LotSkirtRoadMaterialInstance(materialName textureName)
materialDefinition &materialName
setDefinition LotSkirtRoadMaterialDefinition
addParam surfaceTexture &textureName
end
enddef
# ==============================================================================
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Desert_00005700 lotskirtroad_desert_00005704)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Desert_00020700 lotskirtroad_desert_00020704)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Desert_00000f00 lotskirtroad_desert_00000f04)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Desert_00000300 lotskirtroad_desert_00000304)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Desert_00004b00 lotskirtroad_desert_00004b04)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Temperate_00005700 lotskirtroad_temperate_00005704)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Temperate_00020700 lotskirtroad_temperate_00020704)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Temperate_00000f00 lotskirtroad_temperate_00000f04)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Temperate_00000300 lotskirtroad_temperate_00000304)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Temperate_00004b00 lotskirtroad_temperate_00004b04)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_European_00005700 lotskirtroad_european_00005704)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_European_00020700 lotskirtroad_european_00020704)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_European_00000f00 lotskirtroad_european_00000f04)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_European_00000300 lotskirtroad_european_00000304)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_European_00004b00 lotskirtroad_european_00004b04)