135 lines
No EOL
2.7 KiB
HLSL
135 lines
No EOL
2.7 KiB
HLSL
float4 g_MaterialAmbient : MATERIALAMBIENT
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<
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string UIName = "Ambient Material";
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> = { 0.682f, 0.682f, 0.682f, 1.0f};
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float4 g_MaterialDiffuse : MATERIALDIFFUSE
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<
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string UIName = "Diffuse Material";
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> = { 0.682f, 0.682f, 0.682f, 1.0f};
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#ifdef _USE_DIFFUSE_
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texture2D g_DiffuseTex : DIFFUSETEXTURE
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<
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string UIName = "Diffuse Texture";
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>;
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sampler2D g_DiffuseSampler = sampler_state
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{
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texture = < g_DiffuseTex >;
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MinFilter = Linear;
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MagFilter = Linear;
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MipFilter = Linear;
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};
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float g_AlphaRef : ALPHAREF;
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#endif
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#ifdef _USE_DIFFUSE_VOLUME_
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texture3D g_DiffuseVolumeTex : DIFFUSEVOLUMETEXTURE
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<
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string UIName = "Diffuse Volume Texture";
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>;
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sampler3D g_DiffuseVolumeSampler = sampler_state
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{
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texture = < g_DiffuseVolumeTex >;
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MinFilter = Linear;
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MagFilter = Linear;
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MipFilter = Linear;
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};
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float g_AlphaRef : ALPHAREF;
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#endif
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#ifdef _USE_SPECULAR_
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float g_SpecPower : SPECULARPOWER
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<
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string UIName = "Specular Power";
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float UIMin = 1.0;
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float UIMax = 128.0;
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float UIStep = 1.0;
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> = 15.0;
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float4 g_MaterialSpecular : MATERIALSPECULAR
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<
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string UIName = "Specular Material";
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> = { 1.0f, 1.0f, 1.0f, 1.0f};
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texture2D g_SpecularTex : SPECULARTEXTURE
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<
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string UIName = "Specular Texture";
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>;
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sampler2D g_SpecularSampler = sampler_state
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{
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texture = < g_SpecularTex >;
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MinFilter = Linear;
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MagFilter = Linear;
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MipFilter = Linear;
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};
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#endif
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#ifdef _USE_EMISSIVE_
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float g_EmissivePower : EMISSIVEPOWER
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<
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string UIName = "Emissive Power";
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> = 1.0f;
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float g_EmissivePowerRange : EMISSIVEPOWERRANGE
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<
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string UIName = "Emissive Power Range";
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> = 0.0f;
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float g_EmissiveAniSpeed : EMISSIVEANISPEED
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<
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string UIName = "Emissive Ani Speed";
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> = 1.0f;
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texture2D g_EmissiveTex : EMISSIVETEXTURE
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<
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string UIName = "Emissive Texture";
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>;
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sampler2D g_EmissiveSampler = sampler_state
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{
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texture = < g_EmissiveTex >;
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MinFilter = Linear;
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MagFilter = Linear;
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MipFilter = Linear;
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};
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#endif
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#ifdef _USE_NORMALMAP_
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float g_BumpPower : BUMPPOWER
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<
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string UIName = "Bump Power";
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float UIMin = 1.0;
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float UIMax = 5.0;
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float UIStep = 0.1;
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> = 1.0;
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texture2D g_NormalTex : NORMALTEXTURE
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<
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string UIName = "Bump Texture";
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>;
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sampler2D g_NormalSampler = sampler_state
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{
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texture = < g_NormalTex >;
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MinFilter = Linear;
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MagFilter = Linear;
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MipFilter = Linear;
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};
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#endif
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#ifdef _USE_REFLECTMAP_
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float g_ReflectPower : REFLECTPOWER
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<
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string UIName = "Reflect Power";
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float UIMin = 1.0;
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float UIMax = 10.0;
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float UIStep = 0.5;
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> = 1.0;
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textureCUBE g_ReflectTex : REFLECTTEXTURE
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<
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string UIName = "Reflect Texture";
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>;
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samplerCUBE g_ReflectSampler = sampler_state
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{
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texture = < g_ReflectTex >;
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MinFilter = Linear;
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MagFilter = Linear;
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MipFilter = Linear;
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};
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#endif |