Difference between revisions of "ShaderLotskirt"
From SimsWiki
(EP3-OFB) |
|||
| Line 1: | Line 1: | ||
<pre> | <pre> | ||
| − | + | EP3-OFB | |
0xCD7FE87A | 0xCD7FE87A | ||
0x1C0532FA | 0x1C0532FA | ||
| Line 7: | Line 7: | ||
0xFF439C10 | 0xFF439C10 | ||
# lotskirt | # lotskirt | ||
| + | |||
# | # | ||
Revision as of 19:19, 22 April 2007
EP3-OFB
0xCD7FE87A
0x1C0532FA
0x0C50FBBF
0xFF439C10
# lotskirt
#
# Shaders for lot skirt
#
#
seti lotSkirtLayer -6
# ==============================================================================
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
# 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()
depthTestFunction acceptIfLessOrEqual
ffDepthOffset -1
create AttenuatedMatCoef(1.0)
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
fillmode $stdMatFillMode
stage
texture $surfaceTexture
textureAddressing tile tile
textureBlend multiply(texture diffuse) select(diffuse)
end
end
end #end shader
end #end material
enddef
define LotSkirtRoadMaterialDefinition()
setb hasColor false
seti totalLights 0
material
shader -layer ($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 $surfaceTexture
textureAddressing tile tile
textureBlend multiply(texture diffuse) multiply(texture diffuse)
end
endif
end
end #end pass
endif
#>
end
end
enddef
define LotSkirtRoadMaterialInstance(materialName textureName)
materialDefinition &materialName
setDefinition LotSkirtRoadMaterialDefinition
addParam surfaceTexture &textureName
end
enddef
define LotSkirtBoundaryClipMaterial()
material
shader -layer (($lotSkirtLayer - 1) * 8)
pass -fixedFunction -clipAlways
colorScalar (1, 1, 1, 1)
depthTest true -enableDepthWrite true
alphaBlend srcFactor(destColor) add dstFactor(zero)
depthTestFunction acceptIfLess
cullmode cullCounterClockwise
stage
textureBlend select(colorScalar) select(colorScalar)
end
end
end
end
enddef
materialDefinition lotSkirtBoundaryClip
setDefinition LotSkirtBoundaryClipMaterial
end
# ==============================================================================
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)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Dirt_00005700 lotskirtroad_dirt_00005704)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Dirt_00020700 lotskirtroad_dirt_00020704)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Dirt_00000f00 lotskirtroad_dirt_00000f04)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Dirt_00000300 lotskirtroad_dirt_00000304)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Dirt_00004b00 lotskirtroad_dirt_00004b04)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Concrete_00005700 lotskirtroad_concrete_00005704)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Concrete_00020700 lotskirtroad_concrete_00020704)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Concrete_00000f00 lotskirtroad_concrete_00000f04)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Concrete_00000300 lotskirtroad_concrete_00000304)
create LotSkirtRoadMaterialInstance(lotSkirtRoad_Concrete_00004b00 lotskirtroad_concrete_00004b04)