material Examples/SphereMappedRustySteel { technique { pass { texture_unit { texture RustySteel.jpg } texture_unit { texture spheremap.png colour_op_ex add src_texture src_current colour_op_multipass_fallback one one env_map spherical } } } } material Examples/OgreLogo { technique { pass { ambient 0.8 0.8 0.8 texture_unit { texture ogrelogo.png } } } } material Examples/BeachStones { technique { pass { ambient 0.1 0.1 0.1 texture_unit { texture BeachStones.jpg } } } } material Examples/TrippySkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture nm.png separateUV tex_address_mode clamp } } } } material Examples/SpaceSkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture stevecube.jpg separateUV tex_address_mode clamp } } } } material Examples/SceneSkyBox1 { technique { pass { lighting off depth_write off texture_unit { cubic_texture cubemap_fr.jpg cubemap_bk.jpg cubemap_lf.jpg cubemap_rt.jpg cubemap_up.jpg cubemap_dn.jpg separateUV tex_address_mode clamp } } } } material Examples/SceneCubeMap1 { technique { pass { lighting off texture_unit { cubic_texture cubemap.jpg combinedUVW tex_address_mode clamp env_map cubic_reflection } } } } material Examples/SceneSkyBox2 { technique { pass { lighting off depth_write off texture_unit { cubic_texture cubescene_fr.jpg cubescene_bk.jpg cubescene_lf.jpg cubescene_rt.jpg cubescene_up.jpg cubescene_dn.jpg separateUV tex_address_mode clamp } } } } material Examples/SceneCubeMap2 { technique { pass { lighting off texture_unit { cubic_texture cubescene.jpg combinedUVW tex_address_mode clamp env_map cubic_reflection } } } } material Examples/CloudyNoonSkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture cloudy_noon.jpg separateUV tex_address_mode clamp } } } } material Examples/StormySkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture stormy.jpg separateUV tex_address_mode clamp } } } } material Examples/EarlyMorningSkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture early_morning.jpg separateUV tex_address_mode clamp } } } } fragment_program Examples/MorningSkyBoxHDRfpGLSLES glsles { source hdrFp.glsles profiles glsles } fragment_program Examples/MorningSkyBoxHDRfpCg cg { source hdr.cg entry_point morningskybox_fp profiles ps_2_0 arbfp1 } fragment_program Examples/MorningSkyBoxHDRfp unified { delegate Examples/MorningSkyBoxHDRfpGLSLES delegate Examples/MorningSkyBoxHDRfpCg } material Examples/MorningSkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture morning.jpg separateUV tex_address_mode clamp } } } // HDR technique (fake) technique { scheme HDR pass { lighting off depth_write off vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureUnified { param_named ambient float4 1 1 1 1 } fragment_program_ref Examples/MorningSkyBoxHDRfp { } texture_unit { cubic_texture morning.jpg separateUV tex_address_mode clamp } } } } fragment_program Examples/MorningCubeMapHDRfp cg { source hdr.cg entry_point morningcubemap_fp profiles ps_2_0 arbfp1 } material Examples/MorningCubeMap { technique { pass { lighting off texture_unit { cubic_texture morning.jpg combinedUVW tex_address_mode clamp env_map cubic_reflection } } } // HDR technique (fake) technique { scheme HDR pass { lighting off fragment_program_ref Examples/MorningCubeMapHDRfp { } texture_unit { cubic_texture morning.jpg combinedUVW tex_address_mode clamp env_map cubic_reflection } } } } material Examples/EveningSkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture evening.jpg separateUV tex_address_mode clamp } } } } material Examples/DynamicCubeMap { technique { pass { texture_unit { // will be filled in at runtime cubic_texture dyncubemap combinedUVW tex_address_mode clamp env_map cubic_reflection } } } } material Examples/CloudySky { technique { pass { lighting off depth_write off texture_unit { texture clouds.jpg scroll_anim 0.15 0 } } } } material Examples/RustySteel { technique { pass { texture_unit { texture RustySteel.jpg } } } } material Examples/Chrome { technique { pass { texture_unit { texture Chrome.jpg env_map spherical } } } } material Examples/SpaceSkyPlane { technique { pass { lighting off depth_write off texture_unit { texture spacesky.jpg } } } } material Examples/OgreDance { technique { pass { lighting off scene_blend alpha_blend cull_hardware none cull_software none texture_unit { anim_texture ogredance.png 8 2 filtering none } } } } material Examples/OgreParade : Examples/OgreDance { technique { pass { texture_unit { scroll 0.5 0 scale 0.5 0.5 scroll_anim 0 0.5 } } } } material Examples/OgreSpin : Examples/OgreDance { technique { pass { texture_unit { texture ogredance_1.png rotate_anim 0.25 tex_address_mode clamp } } } } material Examples/OgreWobble : Examples/OgreDance { technique { pass { texture_unit { texture ogredance_6.png wave_xform scale_x sine 1 1.2 0 0.35 wave_xform scale_y sine 1 1 0.5 0.25 tex_address_mode clamp } } } } material Examples/BumpyMetal { technique { pass { ambient 0.75 0.75 0.75 texture_unit { texture BumpyMetal.jpg } } } } material Examples/WaterStream { technique { pass { ambient 0.1 0.1 0.1 scene_blend add depth_write off cull_software none cull_hardware none texture_unit { texture Water01.jpg scroll_anim 0.125 0 } texture_unit { texture Water01.jpg wave_xform scroll_y sine 0 0.1 0 0.25 } } } } material Examples/Flare { technique { pass { lighting off scene_blend add depth_write off diffuse vertexcolour texture_unit { texture flare.png } } } } material Examples/Flare2 { technique { pass { lighting off scene_blend add depth_write off diffuse vertexcolour texture_unit { texture flaretrail.png } } } } material Examples/Flare3 { technique { pass { lighting off scene_blend alpha_blend depth_write off diffuse vertexcolour texture_unit { texture flare_alpha.dds } } } } material Examples/FlarePointSprite { technique { pass { lighting off scene_blend add depth_write off diffuse vertexcolour point_sprites on point_size 2 point_size_attenuation on texture_unit { texture flare.png } } } } material Examples/Droplet { technique { pass { emissive 0.3 0.3 0.3 scene_blend colour_blend depth_write off diffuse vertexcolour lighting off texture_unit { texture basic_droplet.png } } } } material Examples/Hilite/Yellow { technique { pass { texture_unit { texture dkyellow.png } } } } material Examples/Rocky { technique { pass { ambient 0.2 0.2 0.2 texture_unit { texture egyptrockyfull.jpg } } } } material Examples/10PointBlock { technique { pass { texture_unit { texture 10points.png } } } } material Material__25 { technique { pass { texture_unit { texture texmap2.jpg } } } } material "2 - Default" { technique { pass { texture_unit { texture MtlPlat2.jpg } } } } material "Material #8" { technique { pass { texture_unit { texture BODY.jpg } } } } material "Material #3" { technique { pass { texture_unit { texture HEAD4.jpg } } } } material "Material #9" { technique { pass { texture_unit { texture LEGS.jpg } } } } material Examples/Fish { technique { pass { texture_unit { texture steelhead.png } } } } material Examples/Ninja { technique { pass { texture_unit { texture nskingr.jpg } } } } material Examples/Robot { // Hardware skinning technique technique { pass { vertex_program_ref Ogre/HardwareSkinningOneWeight { param_named_auto worldMatrix3x4Array world_matrix_array_3x4 param_named_auto viewProjectionMatrix viewproj_matrix param_named_auto lightPos[0] light_position 0 param_named_auto lightPos[1] light_position 1 param_named_auto lightDiffuseColour[0] light_diffuse_colour 0 param_named_auto lightDiffuseColour[1] light_diffuse_colour 1 param_named_auto ambient ambient_light_colour } // alternate shadow caster program shadow_caster_vertex_program_ref Ogre/HardwareSkinningOneWeightShadowCaster { param_named_auto worldMatrix3x4Array world_matrix_array_3x4 param_named_auto viewProjectionMatrix viewproj_matrix param_named_auto ambient ambient_light_colour } texture_unit { texture r2skin.jpg } } } // Software blending technique technique { pass { texture_unit { texture r2skin.jpg } } } } material Examples/GrassFloor { technique { pass { texture_unit { texture grass_1024.jpg } } } } vertex_program Examples/GrassWaverVpCg cg { source Grass.cg entry_point grass_vp profiles vs_4_0 vs_1_1 arbvp1 default_params { param_named_auto worldViewProj worldviewproj_matrix // param_named_auto camObjPos camera_position_object_space param_named_auto ambient ambient_light_colour param_named_auto objSpaceLight light_position_object_space 0 param_named_auto lightColour light_diffuse_colour 0 param_named_auto offset custom 999 } } vertex_program Examples/GrassWaverTexVpCg cg { source Grass.cg entry_point grassTex_vp profiles vs_4_0 vs_1_1 arbvp1 default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto offset custom 999 } } vertex_program Examples/GrassWaverAmbientVpCg cg { source Grass.cg entry_point grassAmbient_vp profiles vs_4_0 vs_1_1 arbvp1 default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto ambient ambient_light_colour param_named_auto offset custom 999 } } fragment_program Examples/GrassWaverAmbientFpCg cg { source Grass.cg entry_point grassAmbient_fp profiles ps_4_0 ps_2_0 arbfp1 default_params { } } fragment_program Examples/GrassWaverFpCg cg { source Grass.cg entry_point grass_fp profiles ps_4_0 ps_2_0 arbfp1 default_params { } } vertex_program Examples/GrassWaverCasterVpCg cg { source Grass.cg entry_point grasscaster_vp profiles vs_4_0 vs_1_1 arbvp1 default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto offset custom 999 param_named_auto texelOffsets texel_offsets } } fragment_program Examples/GrassWaverCasterFpCg cg { source Grass.cg entry_point grasscaster_fp profiles ps_4_0 ps_2_0 arbfp1 default_params { } } vertex_program Examples/GrassWaverReceiverVpCg cg { source Grass.cg entry_point grassreceiver_vp profiles vs_4_0 vs_1_1 arbvp1 default_params { param_named_auto world world_matrix param_named_auto worldViewProj worldviewproj_matrix param_named_auto texViewProj texture_viewproj_matrix param_named_auto camObjPos camera_position_object_space param_named_auto objSpaceLight light_position_object_space 0 param_named_auto lightColour light_diffuse_colour 0 param_named_auto offset custom 999 } } fragment_program Examples/GrassWaverReceiverFpCg cg { source Grass.cg entry_point grassreceiver_fp profiles ps_4_0 ps_2_0 arbfp1 default_params { //param_named inverseShadowmapSize float 0.0009765625 param_named fixedDepthBias float 0.0005 param_named gradientClamp float 0.0098 param_named gradientScaleBias float 0 } } vertex_program Examples/GrassWaverVpGLSLES glsles { source GrassVp.glsles profiles glsles default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto camObjPos camera_position_object_space param_named_auto ambient ambient_light_colour param_named_auto objSpaceLight light_position_object_space 0 param_named_auto lightColour light_diffuse_colour 0 param_named_auto offset custom 999 } } vertex_program Examples/GrassWaverTexVpGLSLES glsles { source GrassTexVp.glsles profiles glsles default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto offset custom 999 } } vertex_program Examples/GrassWaverAmbientVpGLSLES glsles { source GrassAmbientVp.glsles profiles glsles default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto ambient ambient_light_colour param_named_auto offset custom 999 } } fragment_program Examples/GrassWaverAmbientFpGLSLES glsles { source GrassAmbientFp.glsles profiles glsles default_params { param_named diffuseMap int 0 } } vertex_program Examples/GrassWaverCasterVpGLSLES glsles { source GrassCasterVp.glsles profiles glsles default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto offset custom 999 param_named_auto texelOffsets texel_offsets } } fragment_program Examples/GrassWaverCasterFpGLSLES glsles { source GrassCasterFp.glsles profiles glsles default_params { param_named diffuseMap int 0 } } vertex_program Examples/GrassWaverReceiverVpGLSLES glsles { source GrassReceiverVp.glsles profiles glsles default_params { param_named_auto world world_matrix param_named_auto worldViewProj worldviewproj_matrix param_named_auto texViewProj texture_viewproj_matrix param_named_auto camObjPos camera_position_object_space param_named_auto objSpaceLight light_position_object_space 0 param_named_auto lightColour light_diffuse_colour 0 param_named_auto offset custom 999 } } fragment_program Examples/GrassWaverReceiverFpGLSLES glsles { source GrassReceiverFp.glsles profiles glsles default_params { param_named shadowMap int 0 param_named diffuseMap int 1 param_named fixedDepthBias float 0.0005 param_named gradientClamp float 0.0098 param_named gradientScaleBias float 0 } } fragment_program Examples/GrassWaverFpGLSLES glsles { source GrassFp.glsles profiles glsles default_params { param_named diffuseMap int 0 } } vertex_program Examples/GrassWaverVpGLSL glsl { source GrassVp.glsl syntax glsl150 default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto camObjPos camera_position_object_space param_named_auto ambient ambient_light_colour param_named_auto objSpaceLight light_position_object_space 0 param_named_auto lightColour light_diffuse_colour 0 param_named_auto offset custom 999 } } vertex_program Examples/GrassWaverTexVpGLSL glsl { source GrassTexVp.glsl syntax glsl150 default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto offset custom 999 } } vertex_program Examples/GrassWaverAmbientVpGLSL glsl { source GrassAmbientVp.glsl syntax glsl150 default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto ambient ambient_light_colour param_named_auto offset custom 999 } } fragment_program Examples/GrassWaverAmbientFpGLSL glsl { source GrassAmbientFp.glsl syntax glsl150 default_params { param_named diffuseMap int 0 } } vertex_program Examples/GrassWaverCasterVpGLSL glsl { source GrassCasterVp.glsl syntax glsl150 default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto offset custom 999 param_named_auto texelOffsets texel_offsets } } fragment_program Examples/GrassWaverCasterFpGLSL glsl { source GrassCasterFp.glsl syntax glsl150 default_params { param_named diffuseMap int 0 } } vertex_program Examples/GrassWaverReceiverVpGLSL glsl { source GrassReceiverVp.glsl syntax glsl150 default_params { param_named_auto world world_matrix param_named_auto worldViewProj worldviewproj_matrix param_named_auto texViewProj texture_viewproj_matrix param_named_auto camObjPos camera_position_object_space param_named_auto objSpaceLight light_position_object_space 0 param_named_auto lightColour light_diffuse_colour 0 param_named_auto offset custom 999 } } fragment_program Examples/GrassWaverReceiverFpGLSL glsl { source GrassReceiverFp.glsl syntax glsl150 default_params { param_named shadowMap int 0 param_named diffuseMap int 1 param_named fixedDepthBias float 0.0005 param_named gradientClamp float 0.0098 param_named gradientScaleBias float 0 } } fragment_program Examples/GrassWaverFpGLSL glsl { source GrassFp.glsl syntax glsl150 default_params { param_named diffuseMap int 0 } } vertex_program Examples/GrassWaverReceiverVp unified { delegate Examples/GrassWaverReceiverVpGLSL delegate Examples/GrassWaverReceiverVpGLSLES delegate Examples/GrassWaverReceiverVpCg } fragment_program Examples/GrassWaverReceiverFp unified { delegate Examples/GrassWaverReceiverFpGLSL delegate Examples/GrassWaverReceiverFpGLSLES delegate Examples/GrassWaverReceiverFpCg } vertex_program Examples/GrassWaverCasterVp unified { delegate Examples/GrassWaverCasterVpGLSL delegate Examples/GrassWaverCasterVpGLSLES delegate Examples/GrassWaverCasterVpCg } fragment_program Examples/GrassWaverCasterFp unified { delegate Examples/GrassWaverCasterFpGLSL delegate Examples/GrassWaverCasterFpGLSLES delegate Examples/GrassWaverCasterFpCg } vertex_program Examples/GrassWaverAmbientVp unified { delegate Examples/GrassWaverAmbientVpGLSL delegate Examples/GrassWaverAmbientVpGLSLES delegate Examples/GrassWaverAmbientVpCg } fragment_program Examples/GrassWaverAmbientFp unified { delegate Examples/GrassWaverAmbientFpGLSL delegate Examples/GrassWaverAmbientFpGLSLES delegate Examples/GrassWaverAmbientFpCg } vertex_program Examples/GrassWaverTexVp unified { delegate Examples/GrassWaverTexVpGLSL delegate Examples/GrassWaverTexVpGLSLES delegate Examples/GrassWaverTexVpCg } fragment_program Examples/GrassWaverFp unified { delegate Examples/GrassWaverFpGLSL delegate Examples/GrassWaverFpGLSLES delegate Examples/GrassWaverFpCg } vertex_program Examples/GrassWaverVp unified { delegate Examples/GrassWaverVpGLSL delegate Examples/GrassWaverVpGLSLES delegate Examples/GrassWaverVpCg } material Examples/GrassBladesShadowCaster { // Vertex program waving grass technique { pass { vertex_program_ref Examples/GrassWaverCasterVp { } fragment_program_ref Examples/GrassWaverCasterFp { } alpha_rejection greater 150 scene_blend alpha_blend cull_hardware none cull_software none texture_unit { tex_address_mode clamp texture gras_02.png } } } } material Examples/GrassBladesShadowReceiver { // Vertex program waving grass technique { pass { scene_blend add alpha_rejection greater 150 cull_hardware none cull_software none vertex_program_ref Examples/GrassWaverReceiverVp { } fragment_program_ref Examples/GrassWaverReceiverFp { } texture_unit ShadowMap { tex_address_mode border tex_border_colour 1.0 1.0 1.0 0.0 content_type shadow filtering linear linear none tex_coord_set 0 } texture_unit { tex_address_mode clamp tex_coord_set 1 texture gras_02.png } } } } material Examples/GrassBladesAdditiveFloatTransparentBest { transparency_casts_shadows on receive_shadows on // This is the preferred technique which uses both vertex and // fragment programs, supports coloured lights technique { shadow_caster_material Examples/GrassBladesShadowCaster shadow_receiver_material Examples/GrassBladesShadowReceiver // Base ambient pass pass { // base colours, not needed for rendering, but as information // to lighting pass categorisation routine ambient 1 1 1 diffuse 0 0 0 specular 0 0 0 0 alpha_rejection greater 150 scene_blend alpha_blend cull_hardware none cull_software none // Really basic vertex program vertex_program_ref Examples/GrassWaverAmbientVp { } fragment_program_ref Examples/GrassWaverAmbientFp { } texture_unit { tex_address_mode clamp texture gras_02.png } } pass lighting { // base colours, not needed for rendering, but as information // to lighting pass categorisation routine ambient 0 0 0 // do this for each light iteration once_per_light scene_blend add vertex_program_ref Examples/GrassWaverAmbientVp { } fragment_program_ref Examples/GrassWaverAmbientFp { } alpha_rejection greater 150 cull_hardware none cull_software none texture_unit ShadowMap { tex_address_mode border tex_border_colour 1.0 1.0 1.0 0.0 content_type shadow filtering linear linear none tex_coord_set 0 } texture_unit { tex_address_mode clamp texture gras_02.png } } // Decal pass pass { // base colours, not needed for rendering, but as information // to lighting pass categorisation routine lighting off alpha_rejection greater 150 //scene_blend alpha_blend scene_blend dest_colour zero cull_hardware none cull_software none texture_unit { tex_address_mode clamp texture gras_02.png } vertex_program_ref Examples/GrassWaverVp { } } } } material Examples/GrassBladesAdditiveFloatTransparent { transparency_casts_shadows on receive_shadows on // This is the preferred technique which uses both vertex and // fragment programs, supports coloured lights technique { shadow_caster_material Examples/GrassBladesShadowCaster shadow_receiver_material Examples/GrassBladesShadowReceiver // Base ambient pass pass { // base colours, not needed for rendering, but as information // to lighting pass categorisation routine ambient 1 1 1 diffuse 0 0 0 specular 0 0 0 0 alpha_rejection greater 150 scene_blend alpha_blend cull_hardware none cull_software none // Really basic vertex program vertex_program_ref Examples/GrassWaverAmbientVp { } fragment_program_ref Examples/GrassWaverAmbientFp { } texture_unit { tex_address_mode clamp texture gras_02.png } } pass lighting { // base colours, not needed for rendering, but as information // to lighting pass categorisation routine ambient 0 0 0 // do this for each light iteration once_per_light scene_blend add vertex_program_ref Examples/GrassWaverAmbientVp { } fragment_program_ref Examples/GrassWaverAmbientFp { } alpha_rejection greater 150 cull_hardware none cull_software none texture_unit ShadowMap { tex_address_mode border tex_border_colour 1.0 1.0 1.0 0.0 content_type shadow filtering linear linear none tex_coord_set 0 } texture_unit { tex_address_mode clamp texture gras_02.png } } // Decal pass pass { // base colours, not needed for rendering, but as information // to lighting pass categorisation routine lighting off alpha_rejection greater 150 //scene_blend alpha_blend scene_blend dest_colour zero cull_hardware none cull_software none texture_unit { tex_address_mode clamp texture gras_02.png } vertex_program_ref Examples/GrassWaverTexVp { } } } } material Examples/GrassBladesAdditiveFloat { transparency_casts_shadows on receive_shadows on // This is the preferred technique which uses both vertex and // fragment programs, supports coloured lights technique { shadow_caster_material Ogre/DepthShadowmap/Caster/Float shadow_receiver_material Ogre/DepthShadowmap/Receiver/Float // Base ambient pass pass { // base colours, not needed for rendering, but as information // to lighting pass categorisation routine ambient 1 1 1 diffuse 0 0 0 specular 0 0 0 0 // Really basic vertex program vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureUnified { } fragment_program_ref Ogre/BasicFragmentPrograms/PassthroughFP { } } pass lighting { // base colours, not needed for rendering, but as information // to lighting pass categorisation routine ambient 0 0 0 // do this for each light iteration once_per_light scene_blend add vertex_program_ref Examples/GrassWaverAmbientVp { } fragment_program_ref Examples/GrassWaverAmbientFp { } alpha_rejection greater 150 scene_blend alpha_blend cull_hardware none cull_software none texture_unit { tex_address_mode clamp texture gras_02.png } } // Decal pass pass { // base colours, not needed for rendering, but as information // to lighting pass categorisation routine lighting off alpha_rejection greater 150 scene_blend alpha_blend cull_hardware none cull_software none texture_unit { tex_address_mode clamp texture gras_02.png } vertex_program_ref Examples/GrassWaverAmbientVp { } fragment_program_ref Examples/GrassWaverAmbientFp { } } } } material Examples/GrassBladesAdditive { transparency_casts_shadows on receive_shadows on // Vertex program waving grass technique { pass { vertex_program_ref Examples/GrassWaverAmbientVp { } alpha_rejection greater 150 scene_blend alpha_blend cull_hardware none cull_software none texture_unit { tex_address_mode clamp texture gras_02.png } } } } material Examples/GrassBlades { transparency_casts_shadows on receive_shadows on // Vertex program waving grass technique { pass { vertex_program_ref Examples/GrassWaverVp { } fragment_program_ref Examples/GrassWaverFp { } alpha_rejection greater 150 scene_blend alpha_blend cull_hardware none cull_software none texture_unit { tex_address_mode clamp texture gras_02.png } } } // fallback technique { pass { alpha_rejection greater 150 scene_blend alpha_blend cull_hardware none cull_software none texture_unit { tex_address_mode clamp texture gras_02.png } } } } material Examples/Rockwall { technique { pass { texture_unit { texture rockwall.tga } } } } material Examples/Aureola { technique { pass { lighting off scene_blend alpha_blend depth_write off diffuse vertexcolour cull_hardware none texture_unit { texture aureola.png PF_BYTE_LA tex_address_mode clamp } } } } // Test hardware morph animation (no normals) material Examples/HardwareMorphAnimation { technique { pass { vertex_program_ref Ogre/HardwareMorphAnimation { // all default } fragment_program_ref Ogre/BasicFragmentPrograms/PassthroughFP { } texture_unit { colour_op_ex source1 src_current src_current } } } } // Test hardware pose animation (no normals) material Examples/HardwarePoseAnimation { technique { pass { vertex_program_ref Ogre/HardwarePoseAnimation { // all default } fragment_program_ref Ogre/BasicFragmentPrograms/PassthroughFP { } texture_unit { tex_coord_set 0 colour_op_ex source1 src_current src_current } } } } // Test hardware morph animation (with normals) material Examples/HardwareMorphAnimationWithNormals { technique { pass { vertex_program_ref Ogre/HardwareMorphAnimationWithNormals { // all default } fragment_program_ref Ogre/BasicFragmentPrograms/PassthroughFP { } texture_unit { colour_op_ex source1 src_current src_current } } } } // Test hardware pose animation (no normals) material Examples/HardwarePoseAnimationWithNormals { technique { pass { vertex_program_ref Ogre/HardwarePoseAnimationWithNormals { // all default } fragment_program_ref Ogre/BasicFragmentPrograms/PassthroughFP { } texture_unit { tex_coord_set 0 colour_op_ex source1 src_current src_current } } } } material RustyBarrel { technique { pass { ambient 0.5 0.5 0.5 1.0 diffuse 1.0 1.0 1.0 1.0 specular 0.0 0.0 0.0 1.0 12.5 emissive 0.0 0.0 0.0 1.0 texture_unit { texture RustyBarrel.png filtering trilinear } } } } material WoodPallet { receive_shadows on technique { pass { ambient 0.5 0.5 0.5 1.0 diffuse 1.0 1.0 1.0 1.0 specular 0.0 0.0 0.0 1.0 12.5 texture_unit { texture WoodPallet.png filtering trilinear } } } } material Examples/LightRibbonTrail { technique { pass { lighting off scene_blend add depth_write off diffuse vertexcolour texture_unit { texture ribbonband.png 1d tex_address_mode clamp filtering none } } } } material Examples/TudorHouse { technique { pass { texture_unit { texture fw12b.jpg tex_address_mode clamp } } } } material jaiqua { // Hardware skinning technique - no fragment program technique { pass { vertex_program_ref Ogre/HardwareSkinningTwoWeights { } fragment_program_ref Ogre/BasicFragmentPrograms/DiffuseOneTexture { } // alternate shadow caster program shadow_caster_vertex_program_ref Ogre/HardwareSkinningTwoWeightsShadowCaster { param_named_auto worldMatrix3x4Array world_matrix_array_3x4 param_named_auto viewProjectionMatrix viewproj_matrix param_named_auto ambient ambient_light_colour } texture_unit { texture blue_jaiqua.jpg tex_address_mode clamp } } } // Software blending technique technique { pass { texture_unit { texture blue_jaiqua.jpg tex_address_mode clamp } } } } material Examples/Plane/IntegratedShadows { technique { pass { // Single-pass shadowing texture_unit { texture MtlPlat2.jpg } texture_unit { // standard modulation blend content_type shadow tex_address_mode clamp } } } } fragment_program Examples/ShowUV_pCg cg { source Example_Basic.cg entry_point showuv_p profiles ps_2_0 arbfp1 } fragment_program Examples/ShowUV_pCg_sm4 cg { source Example_Basic_sm4.cg entry_point showuv_p profiles ps_4_0 } fragment_program Examples/ShowUV_pGLSLES glsles { source ShowUV.glsles profiles glsles } fragment_program Examples/ShowUV_pGLSL glsl { source ShowUV.glsl syntax glsl150 } fragment_program Examples/ShowUV_p unified { delegate Examples/ShowUV_pGLSL delegate Examples/ShowUV_pGLSLES delegate Examples/ShowUV_pCg delegate Examples/ShowUV_pCg_sm4 } fragment_program Examples/ShowUVdir3D_pCg cg { source Example_Basic.cg entry_point showuvdir3d_p profiles ps_2_0 arbfp1 } fragment_program Examples/ShowUVdir3D_pCg_sm4 cg { source Example_Basic_sm4.cg entry_point showuvdir3d_p profiles ps_4_0 } fragment_program Examples/ShowUVdir3D_pGLSLES glsles { source ShowUVdir3D.glsles profiles glsles } fragment_program Examples/ShowUVdir3D_pGLSL glsl { source ShowUVdir3D.glsl syntax glsl150 } fragment_program Examples/ShowUVdir3D_p unified { delegate Examples/ShowUVdir3D_pGLSL delegate Examples/ShowUVdir3D_pGLSLES delegate Examples/ShowUVdir3D_pCg delegate Examples/ShowUVdir3D_pCg_sm4 } vertex_program Examples/ShowTangents_vCg cg { source Example_Basic.cg entry_point basicPassthroughTangent_v profiles vs_2_0 arbvp1 default_params { param_named_auto worldViewProj worldviewproj_matrix } } vertex_program Examples/ShowTangents_vCg_sm4 cg { source Example_Basic_sm4.cg entry_point basicPassthroughTangent_v profiles vs_4_0 default_params { param_named_auto worldViewProj worldviewproj_matrix } } vertex_program Examples/ShowTangents_vGLSLES glsles { source ShowTangents.glsles profiles glsles default_params { param_named_auto worldViewProj worldviewproj_matrix } } vertex_program Examples/ShowTangents_vGLSL glsl { source ShowTangents.glsl syntax glsl150 default_params { param_named_auto worldViewProj worldviewproj_matrix } } vertex_program Examples/ShowTangents_v unified { delegate Examples/ShowTangents_vGLSL delegate Examples/ShowTangents_vGLSLES delegate Examples/ShowTangents_vCg delegate Examples/ShowTangents_vCg_sm4 } vertex_program Examples/ShowNormals_vCg cg { source Example_Basic.cg entry_point basicPassthroughNormal_v profiles vs_2_0 arbvp1 default_params { param_named_auto worldViewProj worldviewproj_matrix } } vertex_program Examples/ShowNormals_vCg_sm4 cg { source Example_Basic_sm4.cg entry_point basicPassthroughNormal_v profiles vs_4_0 default_params { param_named_auto worldViewProj worldviewproj_matrix } } vertex_program Examples/ShowNormals_vGLSLES glsles { source ShowNormals.glsles profiles glsles default_params { param_named_auto worldViewProj worldviewproj_matrix } } vertex_program Examples/ShowNormals_vGLSL glsl { source ShowNormals.glsl syntax glsl150 default_params { param_named_auto worldViewProj worldviewproj_matrix } } vertex_program Examples/ShowNormals_v unified { delegate Examples/ShowNormals_vGLSL delegate Examples/ShowNormals_vGLSLES delegate Examples/ShowNormals_vCg delegate Examples/ShowNormals_vCg_sm4 } material Examples/ShowUV { technique { pass { vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureWithUV { param_named_auto worldViewProj worldviewproj_matrix } fragment_program_ref Examples/ShowUV_p { } } } technique { pass { vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureUnified { } fragment_program_ref Examples/ShowUV_p { } } } } material Examples/ShowTangents { technique { pass { vertex_program_ref Examples/ShowTangents_v { } fragment_program_ref Examples/ShowUVdir3D_p { } } } } material Examples/ShowNormals { technique { pass { vertex_program_ref Examples/ShowNormals_v { } fragment_program_ref Examples/ShowUVdir3D_p { } } } } material Examples/TransparentTest { technique { pass { ambient 0.2 0.2 0.2 scene_blend add depth_write off texture_unit { texture Water01.jpg scroll_anim 0.25 0 } texture_unit { texture Water01.jpg wave_xform scroll_y sine 0 0.1 0 0.5 } } } } material Examples/TextureEffect1 { technique { pass { ambient 0.75 0.75 0.75 cull_hardware none cull_software none texture_unit { texture BumpyMetal.jpg rotate_anim 0.2 wave_xform scale_x sine 1 0.1 0 5 wave_xform scale_y sine 0.5 0.2 0.5 3 } } } } material Examples/TextureEffect2 { technique { pass { texture_unit { texture Water02.jpg scroll_anim 0.5 0 } } } } material Examples/TextureEffect3 { technique { pass { ambient 0.7 0.7 0.7 cull_hardware none cull_software none texture_unit { texture Water01.jpg scroll_anim -0.25 0.1 } texture_unit { texture Water01.jpg colour_op_ex add src_texture src_current colour_op_multipass_fallback one one scroll_anim -0.1 0.25 } } } } material Examples/TextureEffect4 { technique { pass { ambient 0.3 0.3 0.3 scene_blend colour_blend cull_hardware none cull_software none texture_unit { texture Water02.jpg scroll_anim 0.01 0.01 } } } } material Examples/EnvMappedRustySteel { technique { pass { texture_unit { texture RustySteel.jpg } texture_unit { texture spheremap.png colour_op_ex add src_texture src_current colour_op_multipass_fallback one one env_map spherical } } } }