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- / Simple object shader /
-
- parameter DIFF / REQUIRED for diffuse texture /
-
- systemstream TEMP {
- FLOAT3 POSITION label POSN
- FLOAT2 TEXCOORD0 label TEX0
- }
-
- vertexstream VSTR {
- FLOAT3 POSITION clone TEMP POSN label OUTP
- FLOAT2 TEXCOORD0 clone TEMP TEX0 label OUTT
- }
-
- vertexshader vsh0 {
- Stream[0] VSTR
-
- ST_POSITION VSTR OUTP
- ST_TEXCOORD2F VSTR OUTT
- }
-
- /* --------------- PlayStation2 --------------------------------------- */
-
- vertexstream PS2P {
- FLOAT3 POSITION clone TEMP POSN label OUTP
- }
-
- vertexstream PS2T {
- FLOAT2 TEXCOORD0 clone TEMP TEX0 label OUTT
- }
-
- ps2vertexshader vsh0 {
- ST_POSITION PS2P OUTP
- ST_TEXCOORD2F PS2T OUTT
- }
-
- /* --------------- Techniques ----------------------------------------- */
-
- technique tec0 LODValid 0
- pass pas0
-
- VertexShader = vsh0
-
- X_FILLMODE kFillModeSolid
-
- X_ZBUFFERWRITEENABLE false
-
- X_SHADEMODE kShadeModeSmooth
-
- X_CULLFACE kCullModeBack
-
- X_LIGHTINGENABLE false
- false
- false
- kNormalizeNever
- 0.0 0.0 0.0 1.0
-
- X_BLENDMODEGL kBlendFactorSrcAlpha
- kBlendFactorOneMinusSrcAlpha
-
- X_TEXTURESTAGE true
- 0
- 0
- 1.0
- kAddressModeRepeat
- kAddressModeRepeat
-
- kFilterModeLinear
- kFilterModeLinear
- kFilterModeNone
-
- <DIFF>
-
- end pas0
-
- end tec0
-
- endfile