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/* |
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* LolFx Test Material |
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*/ |
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technique Foo // can have lots of different techniques in a single lolfx file |
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{ |
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pass p0 |
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{ |
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texture[0] = null; |
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texture[1] = null; |
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texture[2] = null; |
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cullmode = none; // ccw |
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lighting = false; |
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zenable = true; // false |
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alphablendenable = true; // false |
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srcblend = src_alpha; // one |
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destblend = inv_src_alpha; |
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colorop[0] = select_arg1; |
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colorarg1[0] = diffuse; |
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alphaop[0] = select_arg1; |
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alphaarg1[0] = diffuse; |
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colorop[1] = disable; |
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alphaop[1] = disable; |
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// Ye old way |
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vertexshader = ... |
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geometryshader = ... |
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pixelshader = ... |
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// Ogre crap |
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SetBlendState(AdditiveBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF); |
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SetDepthStencilState(DisableDepth, 0); |
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// D3D11 way |
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SetBlendState() |
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SetDepthStencilState() |
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SetRasterizerState() |
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SetVertexShader |
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SetDomainShader |
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SetHullShader |
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SetGeometryShader |
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SetPixelShader |
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SetComputeShader /* WTF? */ |
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SetRenderTargets(RTV0, DSV); |
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SetRenderTargets(RTV0, RTV1, DSV); |
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... |
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SetRenderTargets(RTV0, RTV1, RTV2, RTV3, RTV4, RTV5, RTV6, RTV7, DSV); |
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} |
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pass p1 |
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{ |
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// Autres vertex/pixel shaders avec éventuellement des |
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// dépendances sur le résultat des passes précédentes |
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vertexshader = ... |
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} |
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} |
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-- GLSL.Vert -- |
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#version 120 |
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/* Valid with my GLSL compiler */ |
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#pragma lolfx semantic(in_Vertex, POSITION) |
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#pragma lolfx semantic(in_Normal, NORMAL) |
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#pragma lolfx semantic(in_Color, COLOR) |
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attribute vec3 in_Vertex; |
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attribute vec3 in_Normal; |
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attribute vec4 in_Color; |
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void main(void) |
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{ |
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... |
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} |
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