mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-20 20:05:33 +00:00
87 lines
No EOL
2.9 KiB
C#
87 lines
No EOL
2.9 KiB
C#
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// This material should work fine for uniformly colored ribbons.
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//Basic ribbon shader/////////////////////////////////////////////
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new ShaderData( BasicRibbonShader )
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{
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DXVertexShaderFile = "shaders/common/ribbons/basicRibbonShaderV.hlsl";
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DXPixelShaderFile = "shaders/common/ribbons/basicRibbonShaderP.hlsl";
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OGLVertexShaderFile = "shaders/common/ribbons/gl/basicRibbonShaderV.glsl";
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OGLPixelShaderFile = "shaders/common/ribbons/gl/basicRibbonShaderP.glsl";
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samplerNames[0] = "$ribTex";
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pixVersion = 2.0;
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};
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singleton CustomMaterial( BasicRibbonMat )
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{
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shader = BasicRibbonShader;
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version = 2.0;
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emissive[0] = true;
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doubleSided = true;
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translucent = true;
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BlendOp = AddAlpha;
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translucentBlendOp = AddAlpha;
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preload = true;
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};
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// This material can render a texture on top of a ribbon.
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//Texture ribbon shader/////////////////////////////////////////////
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new ShaderData( TexturedRibbonShader )
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{
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DXVertexShaderFile = "shaders/common/ribbons/texRibbonShaderV.hlsl";
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DXPixelShaderFile = "shaders/common/ribbons/texRibbonShaderP.hlsl";
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OGLVertexShaderFile = "shaders/common/ribbons/gl/texRibbonShaderV.glsl";
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OGLPixelShaderFile = "shaders/common/ribbons/gl/texRibbonShaderP.glsl";
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samplerNames[0] = "$ribTex";
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pixVersion = 2.0;
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};
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singleton CustomMaterial( TexturedRibbonMat )
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{
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shader = TexturedRibbonShader;
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version = 2.0;
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emissive[0] = true;
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doubleSided = true;
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translucent = true;
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BlendOp = AddAlpha;
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translucentBlendOp = AddAlpha;
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sampler["ribTex"] = "art/ribbons/ribTex.png";
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preload = true;
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}; |