Bloom.material
资源名称:3dwind2.0.rar [点击查看]
上传用户:xhbjoy
上传日期:2014-10-07
资源大小:38068k
文件大小:3k
源码类别:
游戏引擎
开发平台:
Visual C++
- //DirectX 9.0 HLSL Vertex Shader vs_1_1
- vertex_program Blur0_vs11 hlsl
- {
- source Blur0_vs11.hlsl
- target vs_1_1
- entry_point main
- }
- //DirectX 9.0 HLSL Pixel Shader ps_2_0
- fragment_program Blur0_ps20 hlsl
- {
- source Blur0_ps20.hlsl
- target ps_2_0
- entry_point main
- }
- //DirectX 9.0 HLSL Vertex Shader vs_1_1
- vertex_program Blur1_vs11 hlsl
- {
- source Blur1_vs11.hlsl
- target vs_1_1
- entry_point main
- }
- //DirectX 9.0 HLSL Pixel Shader ps_2_0
- fragment_program Blur1_ps20 hlsl
- {
- source Blur1_ps20.hlsl
- target ps_2_0
- entry_point main
- }
- vertex_program Blur0_vs_glsl glsl
- {
- source Blur0_vs.glsl
- }
- vertex_program Blur1_vs_glsl glsl
- {
- source Blur1_vs.glsl
- }
- fragment_program Blur_ps_glsl glsl
- {
- source Blur_ps.glsl
- default_params
- {
- param_named tex0 int 0
- }
- }
- //Effect: Bloom
- material Ogre/Compositor/Blur0
- {
- technique
- {
- //Rendering Pass: Blur0 (pass index: #1 )
- pass
- {
- //State: D3DRS_CULLMODE, Value : D3DCULL_NONE
- cull_hardware none
- cull_software none
- depth_check off
- fragment_program_ref Blur0_ps20
- {
- }
- vertex_program_ref Blur0_vs11
- {
- }
- texture_unit RT
- {
- tex_coord_set 0
- tex_address_mode clamp
- filtering linear linear linear
- }
- }
- }
- technique
- {
- //Rendering Pass: Blur0 (pass index: #1 )
- pass
- {
- cull_hardware none
- cull_software none
- depth_check off
- fragment_program_ref Blur_ps_glsl
- {
- }
- vertex_program_ref Blur0_vs_glsl
- {
- }
- texture_unit RT
- {
- tex_coord_set 0
- tex_address_mode clamp
- filtering linear linear linear
- }
- }
- }
- }
- material Ogre/Compositor/Blur1
- {
- technique
- {
- //Rendering Pass: Blur1 (pass index: #2 )
- pass
- {
- cull_hardware none
- cull_software none
- depth_check off
- fragment_program_ref Blur1_ps20
- {
- }
- vertex_program_ref Blur1_vs11
- {
- }
- texture_unit
- {
- tex_coord_set 0
- tex_address_mode clamp
- filtering linear linear linear
- }
- }
- }
- technique
- {
- //Rendering Pass: Blur1 (pass index: #2 )
- pass
- {
- cull_hardware none
- cull_software none
- depth_func always_pass
- fragment_program_ref Blur_ps_glsl
- {
- }
- vertex_program_ref Blur1_vs_glsl
- {
- }
- texture_unit
- {
- tex_coord_set 0
- tex_address_mode clamp
- filtering linear linear linear
- }
- }
- }
- }
- /// Overlay quad
- material Ogre/Compositor/BloomBlend
- {
- technique
- {
- pass
- {
- lighting on
- diffuse 0.0 0.0 0.0 0.6
- specular 0.0 0.0 0.0 0.0
- ambient 0.0 0.0 0.0
- emissive 1.0 1.0 1.0
- cull_hardware none
- depth_check off
- scene_blend alpha_blend
- texture_unit
- {
- tex_coord_set 0
- tex_address_mode clamp
- filtering linear linear linear
- }
- }
- }
- }