//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- // This material should work fine for uniformly colored ribbons. //Basic ribbon shader///////////////////////////////////////////// new ShaderData( BasicRibbonShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/basicRibbonShaderP.hlsl"; OGLVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/gl/basicRibbonShaderV.glsl"; OGLPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/gl/basicRibbonShaderP.glsl"; samplerNames[0] = "$ribTex"; pixVersion = 2.0; }; singleton CustomMaterial( BasicRibbonMat ) { shader = BasicRibbonShader; version = 2.0; emissive[0] = true; doubleSided = true; translucent = true; BlendOp = AddAlpha; translucentBlendOp = AddAlpha; preload = true; }; // This material can render a texture on top of a ribbon. //Texture ribbon shader///////////////////////////////////////////// new ShaderData( TexturedRibbonShader ) { DXVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderV.hlsl"; DXPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/texRibbonShaderP.hlsl"; OGLVertexShaderFile = $Core::CommonShaderPath @ "/ribbons/gl/texRibbonShaderV.glsl"; OGLPixelShaderFile = $Core::CommonShaderPath @ "/ribbons/gl/texRibbonShaderP.glsl"; samplerNames[0] = "$ribTex"; pixVersion = 2.0; }; singleton CustomMaterial( TexturedRibbonMat ) { shader = TexturedRibbonShader; version = 2.0; emissive[0] = true; doubleSided = true; translucent = true; BlendOp = AddAlpha; translucentBlendOp = AddAlpha; sampler["ribTex"] = "data/FPSGameplay/art/particles/ribbon/ribTex.png"; preload = true; };