Revision: 8924
http://playerstage.svn.sourceforge.net/playerstage/?rev=8924&view=rev
Author: natepak
Date: 2010-10-01 18:56:56 +0000 (Fri, 01 Oct 2010)
Log Message:
-----------
Updats to the shaders
Modified Paths:
--------------
code/gazebo/branches/wx/Media/materials/programs/ambient_one_texture_vp.glsl
code/gazebo/branches/wx/Media/materials/programs/directional_shadow_receiver_fp.glsl
code/gazebo/branches/wx/Media/materials/programs/directional_shadow_receiver_vp.glsl
code/gazebo/branches/wx/Media/materials/programs/perpixel_fp.glsl
code/gazebo/branches/wx/Media/materials/programs/perpixel_vp.glsl
code/gazebo/branches/wx/Media/materials/programs/spot_shadow_receiver_fp.glsl
code/gazebo/branches/wx/Media/materials/programs/spot_shadow_receiver_vp.glsl
code/gazebo/branches/wx/Media/materials/scripts/CMakeLists.txt
code/gazebo/branches/wx/Media/materials/scripts/Gazebo.material
code/gazebo/branches/wx/Media/materials/scripts/shadow_receiver.material
Modified:
code/gazebo/branches/wx/Media/materials/programs/ambient_one_texture_vp.glsl
===================================================================
---
code/gazebo/branches/wx/Media/materials/programs/ambient_one_texture_vp.glsl
2010-09-29 15:43:52 UTC (rev 8923)
+++
code/gazebo/branches/wx/Media/materials/programs/ambient_one_texture_vp.glsl
2010-10-01 18:56:56 UTC (rev 8924)
@@ -1,11 +1,8 @@
uniform vec4 ambient;
-/*
- Basic ambient lighting vertex program
-*/
void main()
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_FrontColor = ambient;
+ gl_FrontColor = gl_FrontMaterial.ambient * ambient;
}
Modified:
code/gazebo/branches/wx/Media/materials/programs/directional_shadow_receiver_fp.glsl
===================================================================
---
code/gazebo/branches/wx/Media/materials/programs/directional_shadow_receiver_fp.glsl
2010-09-29 15:43:52 UTC (rev 8923)
+++
code/gazebo/branches/wx/Media/materials/programs/directional_shadow_receiver_fp.glsl
2010-10-01 18:56:56 UTC (rev 8924)
@@ -61,7 +61,7 @@
shadow_map_pos = shadow_map_pos / shadow_map_pos.w;
vec2 uv = shadow_map_pos.xy;
- float depth_adjust = 0.0001;
+ float depth_adjust = 0.00001;
vec2 c = Blur(shadow_map, uv, offset, 4.0, depth_adjust).xy;
// standard variance shadow mapping code
Modified:
code/gazebo/branches/wx/Media/materials/programs/directional_shadow_receiver_vp.glsl
===================================================================
---
code/gazebo/branches/wx/Media/materials/programs/directional_shadow_receiver_vp.glsl
2010-09-29 15:43:52 UTC (rev 8923)
+++
code/gazebo/branches/wx/Media/materials/programs/directional_shadow_receiver_vp.glsl
2010-10-01 18:56:56 UTC (rev 8924)
@@ -18,10 +18,10 @@
gl_Position = world_view_proj_mat * gl_Vertex;
// Vertex in world space
- //vertex_world_view_pos = (world_view_mat * gl_Vertex).xyz;
+ vertex_world_view_pos = (world_view_mat * gl_Vertex).xyz;
// Vertex normal in world space
- //vertex_world_norm = (inv_trans_world_view_mat * vec4(gl_Normal, 1.0)).xyz;
+ vertex_world_norm = (inv_trans_world_view_mat * vec4(gl_Normal, 1.0)).xyz;
shadow_distance = gl_Position.z;
Modified: code/gazebo/branches/wx/Media/materials/programs/perpixel_fp.glsl
===================================================================
--- code/gazebo/branches/wx/Media/materials/programs/perpixel_fp.glsl
2010-09-29 15:43:52 UTC (rev 8923)
+++ code/gazebo/branches/wx/Media/materials/programs/perpixel_fp.glsl
2010-10-01 18:56:56 UTC (rev 8924)
@@ -1,4 +1,4 @@
-uniform vec3 derived_light_diffuse_color;
+uniform vec4 derived_light_diffuse_color;
uniform vec4 derived_light_specular_color;
uniform float surface_shininess;
@@ -7,15 +7,12 @@
uniform vec4 light_attenuation;
uniform vec4 spotlight_params;
-uniform sampler2D diffuse_map;
-
varying vec3 vertex_world_view_pos;
varying vec3 vertex_world_norm;
void main()
{
- float spot = 1.0;
- float specular = 0.0;
+ vec4 color = gl_FrontMaterial.emission;
// Normalized fragment normal
vec3 norm = normalize(vertex_world_norm);
@@ -30,27 +27,18 @@
float lambert_term = max( dot(norm, light_dir_view), 0.0 );
-
//////////////////////////////////////////////////////////////////////////////
- // COMPUTE DIFFUSE CONTRIBUTION
- vec4 diffuse_tex = texture2D(diffuse_map, gl_TexCoord[0].st);
- vec4 diffuse_contrib = vec4(derived_light_diffuse_color *
- diffuse_tex.rgb * lambert_term,1.0);
-
-
-
//////////////////////////////////////////////////////////////////////////////
- // COMPUTE SPOT AND SPECULAR COMPONENTS
if (lambert_term > 0.0)
{
vec3 view = -normalize(vertex_world_view_pos.xyz);
vec3 halfway = normalize( view + light_dir_view );
float nDotH = dot(norm, halfway);
- float fAtten = 1.0 / (light_attenuation.y +
- light_attenuation.z*light_dist +
- light_attenuation.w*light_dist*light_dist);
+ // Light attenuation
+ float atten = 1.0 / (light_attenuation.y +
+ light_attenuation.z*light_dist +
+ light_attenuation.w*light_dist*light_dist);
- float fSpotT = 1.0;
-
+ // Modify attenuation for spot lights
if (!(spotlight_params.x == 1.0 && spotlight_params.y == 0.0 &&
spotlight_params.z == 0.0 && spotlight_params.w == 1.0))
{
@@ -59,17 +47,16 @@
float fSpotE = clamp((rho - spotlight_params.y) /
(spotlight_params.x - spotlight_params.y),0.0,1.0);
- float fSpotT = pow(fSpotE, spotlight_params.z);
-
-
- spot = lambert_term * fAtten * fSpotT;
+ atten *= pow(fSpotE, spotlight_params.z);
}
- // Works for all light types
- specular = pow(clamp(nDotH, 0.0, 1.0), surface_shininess) * fAtten *
fSpotT;
+ // Add diffuse component
+ color += derived_light_diffuse_color * lambert_term * atten;
+
+ // Add specular component
+ color += derived_light_specular_color *
+ pow(clamp(nDotH, 0.0, 1.0), surface_shininess) * atten;
}
- vec4 specular_contrib = specular * derived_light_specular_color;
-
- gl_FragColor = (diffuse_contrib + specular_contrib) * spot;
+ gl_FragColor = color;
}
Modified: code/gazebo/branches/wx/Media/materials/programs/perpixel_vp.glsl
===================================================================
--- code/gazebo/branches/wx/Media/materials/programs/perpixel_vp.glsl
2010-09-29 15:43:52 UTC (rev 8923)
+++ code/gazebo/branches/wx/Media/materials/programs/perpixel_vp.glsl
2010-10-01 18:56:56 UTC (rev 8924)
@@ -1,6 +1,5 @@
uniform mat4 world_view_mat;
uniform mat4 world_view_proj_mat;
-uniform mat4 inv_trans_world_view_mat;
varying vec3 vertex_world_view_pos;
varying vec3 vertex_world_norm;
@@ -13,8 +12,5 @@
vertex_world_view_pos = (world_view_mat * gl_Vertex).xyz;
// Vertex normal in world space
- vertex_world_norm = (inv_trans_world_view_mat * vec4(gl_Normal, 1.0)).xyz;
-
- // Pass through the diffuse component
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vertex_world_norm = normalize( gl_NormalMatrix * gl_Normal );
}
Modified:
code/gazebo/branches/wx/Media/materials/programs/spot_shadow_receiver_fp.glsl
===================================================================
---
code/gazebo/branches/wx/Media/materials/programs/spot_shadow_receiver_fp.glsl
2010-09-29 15:43:52 UTC (rev 8923)
+++
code/gazebo/branches/wx/Media/materials/programs/spot_shadow_receiver_fp.glsl
2010-10-01 18:56:56 UTC (rev 8924)
@@ -1,5 +1,5 @@
uniform vec4 inv_shadow_map_size;
-uniform vec3 derived_light_diffuse_color;
+uniform vec4 derived_light_diffuse_color;
uniform vec4 derived_light_specular_color;
uniform float surface_shininess;
uniform vec4 shadow_depth_range;
@@ -49,7 +49,7 @@
shadow_map_pos = shadow_map_pos / shadow_map_pos.w;
vec2 uv = shadow_map_pos.xy;
- float depth_adjust = 0.00001;
+ float depth_adjust = 0.000001;
vec2 c = Blur(shadow_map, uv, offset, 2.0, depth_adjust).xy;
// standard variance shadow mapping code
@@ -62,11 +62,8 @@
void main()
{
- float shadow_factor = 1.0;
+ vec4 color = gl_FrontMaterial.emission;
- float spot = 1.0;
- float specular = 0.0;
-
// Normalized fragment normal
vec3 norm = normalize(vertex_world_norm);
@@ -80,46 +77,42 @@
float lambert_term = max( dot(norm, light_dir_view), 0.0 );
-
//////////////////////////////////////////////////////////////////////////////
- // COMPUTE DIFFUSE CONTRIBUTION
- vec4 diffuse_tex = texture2D(diffuse_map, gl_TexCoord[0].st);
- vec4 diffuse_contrib = vec4(derived_light_diffuse_color *
- diffuse_tex.rgb * lambert_term,1.0);
-
-
-
//////////////////////////////////////////////////////////////////////////////
- // COMPUTE SPOT AND SPECULAR COMPONENTS
- if (lambert_term > 0.0 && light_dist <= light_attenuation.x)
+ if (lambert_term > 0.0)
{
vec3 view = -normalize(vertex_world_view_pos.xyz);
vec3 halfway = normalize( view + light_dir_view );
float nDotH = dot(norm, halfway);
- float fAtten = 1.0 / (light_attenuation.y +
- light_attenuation.z*light_dist +
- light_attenuation.w*light_dist*light_dist);
+ // Light attenuation
+ float atten = 1.0 / (light_attenuation.y +
+ light_attenuation.z*light_dist +
+ light_attenuation.w*light_dist*light_dist);
- float rho = dot(-light_direction_view_space.xyz, light_dir_view);
+ // Modify attenuation for spot lights
+ if (!(spotlight_params.x == 1.0 && spotlight_params.y == 0.0 &&
+ spotlight_params.z == 0.0 && spotlight_params.w == 1.0))
+ {
+ float rho = dot(-light_direction_view_space.xyz, light_dir_view);
- float fSpotE = clamp((rho - spotlight_params.y) /
- (spotlight_params.x - spotlight_params.y),0.0,1.0);
+ float fSpotE = clamp((rho - spotlight_params.y) /
+ (spotlight_params.x - spotlight_params.y),0.0,1.0);
- float fSpotT = pow(fSpotE, spotlight_params.z);
+ atten *= pow(fSpotE, spotlight_params.z);
+ }
- spot = lambert_term * fAtten * fSpotT;
+ // Add diffuse component
+ color += derived_light_diffuse_color * lambert_term * atten;
- // Works for all light types
- specular = pow(clamp(nDotH, 0.0, 1.0), surface_shininess) * fAtten *
fSpotT;
+ // Add specular component
+ color += derived_light_specular_color *
+ pow(clamp(nDotH, 0.0, 1.0), surface_shininess) * atten;
}
//////////////////////////////////////////////////////////////////////////////
// COMPUTE SHADOW CONTRIBUTION
//shadow_factor = ShadowPCF();
//if (light_casts_shadows)
- shadow_factor = ShadowPCF(shadow_map, vertex_light_pos,
inv_shadow_map_size.xy);
- //gl_FragColor = vec4(shadow_factor, shadow_factor, shadow_factor, 1.0);
+ float shadow_factor = ShadowPCF(shadow_map, vertex_light_pos,
inv_shadow_map_size.xy);
-
- vec4 specular_contrib = specular * derived_light_specular_color;
- gl_FragColor = (diffuse_contrib + specular_contrib) * spot * shadow_factor;
+ gl_FragColor = color * shadow_factor;
}
Modified:
code/gazebo/branches/wx/Media/materials/programs/spot_shadow_receiver_vp.glsl
===================================================================
---
code/gazebo/branches/wx/Media/materials/programs/spot_shadow_receiver_vp.glsl
2010-09-29 15:43:52 UTC (rev 8923)
+++
code/gazebo/branches/wx/Media/materials/programs/spot_shadow_receiver_vp.glsl
2010-10-01 18:56:56 UTC (rev 8924)
@@ -20,13 +20,14 @@
vertex_world_pos = (world_mat * gl_Vertex).xyz;
// Vertex normal in world space
- vertex_world_norm = (inv_trans_world_view_mat * vec4(gl_Normal, 1.0)).xyz;
+ //vertex_world_norm = (inv_trans_world_view_mat * vec4(gl_Normal, 1.0)).xyz;
+ vertex_world_norm = normalize( gl_NormalMatrix * gl_Normal );
// Position of the vertex in light space (shadow map texture coords)
vertex_light_pos = tex_world_view_proj_mat * gl_Vertex;
// Pass through the diffuse component
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ //gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_FrontColor = gl_Color;
+ //gl_FrontColor = gl_Color;
}
Modified: code/gazebo/branches/wx/Media/materials/scripts/CMakeLists.txt
===================================================================
--- code/gazebo/branches/wx/Media/materials/scripts/CMakeLists.txt
2010-09-29 15:43:52 UTC (rev 8923)
+++ code/gazebo/branches/wx/Media/materials/scripts/CMakeLists.txt
2010-10-01 18:56:56 UTC (rev 8924)
@@ -1,6 +1,7 @@
SET (files Gazebo.material
shadow_receiver.material
shadow_caster.material
+ perpixel.material
blur.compositor
blur.material
)
Modified: code/gazebo/branches/wx/Media/materials/scripts/Gazebo.material
===================================================================
--- code/gazebo/branches/wx/Media/materials/scripts/Gazebo.material
2010-09-29 15:43:52 UTC (rev 8923)
+++ code/gazebo/branches/wx/Media/materials/scripts/Gazebo.material
2010-10-01 18:56:56 UTC (rev 8924)
@@ -1,254 +1,278 @@
-////////////////////////////////////////////////////////////////////////////////
-// Shader Programs
-// A really basic ambient pass program, support for one texture coodinate set
-vertex_program AmbientOneTexture glsl
+import * from "shadow_receiver.program"
+import * from "perpixel.program"
+
+material Gazebo/GrayGrid : shadow_receiver_template
{
- source ambient_one_texture_vp.glsl
+ set_texture_alias ambient_tex grayGrid.png
+ set_texture_alias diffuse_tex grayGrid.png
- default_params
+ technique
{
- param_named_auto ambient ambient_light_colour
- }
+ pass spot
+ {
+ specular 0.5 0.5 0.5 128
+ }
+
+ pass directional
+ {
+ specular 0.5 0.5 0.5 128
+ }
+ }
}
+material Gazebo/Grey : perpixel_template
+{
+ technique
+ {
+ pass ambient
+ {
+ ambient .1 .1 .1
+ }
+ pass light
+ {
+ diffuse .1 .1 .1
+ specular .1 .1 .1 128
+ }
+ }
+}
-
-material Gazebo/White
+material Gazebo/White : perpixel_template
{
- receive_shadows on
-
technique
{
- pass Ambient
+ pass ambient
{
- ambient 1.000000 1.000000 1.000000 1.000000
- diffuse 1.0 1.0 1.0 1.0
- specular 0.8 0.8 0.8 1 20
- shading phong
+ ambient 1 1 1 1
}
- pass PointLight
+
+ pass light
{
- ambient 1.000000 1.000000 1.000000 1.000000
- diffuse 1.0 1.0 1.0 1.0
- specular 0.8 0.8 0.8 1 20
- shading phong
+ diffuse 1 1 1 1
+ specular .1 .1 .1 128
}
-
}
}
-material Gazebo/Eyes
+material Gazebo/FlatBlack : perpixel_template
{
- receive_shadows on
-
technique
{
- pass
+ pass ambient
{
- ambient 0 0 0 1.000000
- texture_unit
- {
- colour_op_ex source1 src_manual src_current 0.1 0.1 0.1
- }
+ ambient 0 0 0
}
+
+ pass light
+ {
+ diffuse 0 0 0
+ specular 0 0 0 0
+ }
}
}
-material Gazebo/FlatBlack
+material Gazebo/Black : perpixel_template
{
- receive_shadows off
-
technique
{
- pass
+ pass ambient
{
- ambient 0.0 0.0 0.0 1.000000
- texture_unit { colour_op_ex source1 src_manual src_current 0 0 0
- }
+ ambient 0 0 0
}
+
+ pass light
+ {
+ diffuse 0 0 0
+ specular 0.1 0.1 0.1 128
+ }
}
}
-material Gazebo/Black
-{
- receive_shadows on
+material Gazebo/Red : perpixel_template
+{
technique
{
- pass
+ pass ambient
{
- ambient 0.000000 0.000000 0.000000 1.000000
- diffuse 0.000000 0.000000 0.000000 1.000000
- lighting on
- shading phong
+ ambient 1 0 0
}
+
+ pass light
+ {
+ diffuse 1 0 0
+ specular .1 .1 .1 128
+ }
}
}
-
-material Gazebo/Red
+material Gazebo/Green : perpixel_template
{
- receive_shadows on
-
technique
{
- pass
+ pass ambient
{
- ambient 1.000000 0.000000 0.000000 1.000000
- diffuse 1.000000 0.000000 0.000000 1.000000
- specular 0.200000 0.100000 0.100000 1.000000
- emissive 0.000000 0.000000 0.000000 1.000000
- lighting on
- shading phong
+ ambient 0 1 0
}
+
+ pass light
+ {
+ diffuse 0 1 0
+ specular .1 .1 .1 128
+ }
}
}
-material Gazebo/Green
+material Gazebo/Blue : perpixel_template
{
- receive_shadows on
-
technique
{
- pass
- {
- ambient 0.000000 1.000000 0.000000 1.000000
- diffuse 0.000000 1.000000 0.000000 1.000000
- specular 0.000000 0.000000 0.000000 1.000000
- emissive 0.000000 0.000000 0.000000 0.000000
- lighting on
- shading phong
- }
+ pass ambient
+ {
+ ambient 0 0 1
+ }
+
+ pass light
+ {
+ diffuse 0 0 1
+ specular .1 .1 .1 128
+ emissive 0 0 0
+ }
}
}
-material Gazebo/Yellow
+material Gazebo/Yellow : perpixel_template
{
- receive_shadows on
-
technique
{
- pass
+ pass ambient
{
-
- ambient 1.000000 1.000000 0.000000 1.000000
- diffuse 1.000000 1.000000 0.000000 1.000000
- specular 0.200000 0.200000 0.000000 1.000000
- emissive 0.000000 0.000000 0.000000 1.000000
- lighting on
- shading phong
+ ambient 1 1 0
}
+
+ pass light
+ {
+ diffuse 1 1 0
+ specular .1 .1 .1 128
+ }
}
}
-material Gazebo/Purple
+material Gazebo/Purple : perpixel_template
{
- receive_shadows on
-
technique
{
- pass
+ pass ambient
{
-
- ambient 1.000000 0.000000 1.000000 1.000000
- diffuse 1.000000 0.000000 1.000000 1.000000
- specular 0.200000 0.000000 0.200000 1.000000
- emissive 0.000000 0.000000 0.000000 1.000000
- lighting on
- shading phong
+ ambient 1 0 1
}
+
+ pass light
+ {
+ diffuse 1 0 1
+ specular .1 .1 .1 128
+ }
}
}
-material Gazebo/Turquoise
+material Gazebo/Turquoise : perpixel_template
{
- receive_shadows on
-
technique
{
- pass
+ pass ambient
{
-
- ambient 0.000000 1.000000 1.000000 1.000000
- diffuse 0.000000 1.000000 1.000000 1.000000
- specular 0.000000 0.200000 0.200000 1.000000
- emissive 0.000000 0.000000 0.000000 1.000000
- lighting on
- shading phong
+ ambient 0 1 1
}
+
+ pass light
+ {
+ diffuse 0 1 1
+ specular .1 .1 .1 128
+ }
}
}
-material Gazebo/WhiteEmissive
-{
- receive_shadows off
+material Gazebo/WhiteGlow : Gazebo/White
+{
technique
{
- pass
- {
- ambient 1.000000 1.000000 1.000000 1.000000
- diffuse 1.000000 1.000000 1.000000 1.000000
- specular 0.200000 0.200000 0.200000 1.000000
- emissive 1.000000 1.000000 1.000000 1.000000
- lighting on
- }
+ pass light
+ {
+ emissive 1 1 1
+ }
}
}
-material Gazebo/RedEmissive
+material Gazebo/RedGlow : Gazebo/Red
{
- receive_shadows off
-
technique
{
- pass
- {
- ambient 1.000000 0.000000 0.000000 1.000000
- diffuse 1.000000 0.000000 0.000000 1.000000
- specular 0.200000 0.000000 0.000000 1.000000
- emissive 1.000000 0.000000 0.000000 1.000000
- lighting on
- }
+ pass light
+ {
+ emissive 1 0 0
+ }
}
}
-material Gazebo/GreenEmissive
+material Gazebo/GreenGlow : Gazebo/Green
{
- receive_shadows off
+ technique
+ {
+ pass light
+ {
+ emissive 0 1 0
+ }
+ }
+}
+material Gazebo/BlueGlow : Gazebo/Blue
+{
technique
{
- pass
+ pass light
{
- ambient 0.000000 1.000000 0.000000 1.000000
- diffuse 0.000000 1.000000 0.000000 1.000000
- specular 0.000000 0.200000 0.000000 1.000000
- emissive 0.000000 0.100000 0.000000 1.000000
- lighting on
- }
+ emissive 0 0 1
+ }
}
}
-material Gazebo/PurpleEmissive
+material Gazebo/YellowGlow : Gazebo/Yellow
{
- receive_shadows off
+ technique
+ {
+ pass light
+ {
+ emissive 1 1 0
+ }
+ }
+}
+material Gazebo/PurpleGlow : Gazebo/Purple
+{
technique
{
- pass
+ pass light
{
- ambient 1.000000 0.000000 1.000000 1.000000
- diffuse 1.000000 0.000000 1.000000 1.000000
- specular 0.200000 0.000000 0.200000 1.000000
- emissive 1.000000 0.000000 1.000000 1.000000
- lighting on
+ emissive 1 0 1
}
}
}
+material Gazebo/TurquoiseGlow : Gazebo/Turquoise
+{
+ technique
+ {
+ pass light
+ {
+ emissive 0 1 1
+ }
+ }
+}
+
+
+
material Gazebo/BlueLaser
{
receive_shadows off
@@ -273,22 +297,7 @@
}
}
-material Gazebo/BlueEmissive
-{
- receive_shadows off
- technique
- {
- pass
- {
- ambient 0.000000 0.000000 1.000000 1.000000
- diffuse 0.000000 0.000000 1.000000 1.000000
- specular 0.000000 0.000000 0.200000 1.000000
- emissive 0.000000 0.000000 1.000000 1.000000
- lighting on
- }
- }
-}
material Gazebo/JointAnchor
{
@@ -307,23 +316,7 @@
}
}
-material Gazebo/Blue
-{
- receive_shadows on
- technique
- {
- pass
- {
- ambient 0.000000 0.000000 1.000000 1.000000
- diffuse 0.000000 0.000000 1.000000 1.000000
- specular 0.000000 0.000000 0.200000 1.000000
- emissive 0.000000 0.000000 0.000000 1.000000
- lighting on
- shading phong
- }
- }
-}
material Gazebo/Skull
{
Modified:
code/gazebo/branches/wx/Media/materials/scripts/shadow_receiver.material
===================================================================
--- code/gazebo/branches/wx/Media/materials/scripts/shadow_receiver.material
2010-09-29 15:43:52 UTC (rev 8923)
+++ code/gazebo/branches/wx/Media/materials/scripts/shadow_receiver.material
2010-10-01 18:56:56 UTC (rev 8924)
@@ -1,34 +1,3 @@
-//vertex_program perpixel_vp_glsl glsl
-//{
-// source perpixel_vp.glsl
-//
-// default_params
-// {
-// param_named_auto world_view_mat worldview_matrix
-// param_named_auto world_view_proj_mat worldviewproj_matrix
-// param_named_auto inv_trans_world_view_mat
inverse_transpose_worldview_matrix
-// }
-//}
-//
-//fragment_program perpixel_fp_glsl glsl
-//{
-// source perpixel_fp.glsl
-//
-// default_params
-// {
-// param_named_auto derived_light_diffuse_color
derived_light_diffuse_colour 0
-// param_named_auto derived_light_specular_color
derived_light_specular_colour 0
-// param_named_auto surface_shininess surface_shininess
-//
-// param_named_auto light_position_view_space light_position_view_space 0
-// param_named_auto light_direction_view_space light_direction_view_space 0
-// param_named_auto light_attenuation light_attenuation 0
-// param_named_auto spotlight_params spotlight_params 0
-//
-// param_named diffuse_map int 0
-// }
-//}
-
vertex_program spot_receiver_vp_glsl glsl
{
source spot_shadow_receiver_vp.glsl
@@ -150,7 +119,7 @@
}
-abstract material receiver_template
+abstract material shadow_receiver_template
{
technique
{
@@ -262,37 +231,3 @@
}
}
}
-
-material Gazebo/GrayGrid : receiver_template
-{
- set_texture_alias ambient_tex grayGrid.png
- set_texture_alias diffuse_tex grayGrid.png
-
- technique
- {
- pass spot
- {
- specular 0.1 0.1 0.1 128
- }
-
- pass directional
- {
- specular 0.1 0.1 0.1 128
- }
- }
-}
-
-material Gazebo/Grey : receiver_template
-{
- technique
- {
- pass ambient
- {
- ambient 0.3 0.3 0.3 1.0
- diffuse 0.5 0.5 0.5 1.0
- specular 0.8 0.8 0.8 1
- }
- }
-}
-
-
This was sent by the SourceForge.net collaborative development platform, the
world's largest Open Source development site.
------------------------------------------------------------------------------
Start uncovering the many advantages of virtual appliances
and start using them to simplify application deployment and
accelerate your shift to cloud computing.
http://p.sf.net/sfu/novell-sfdev2dev
_______________________________________________
Playerstage-commit mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/playerstage-commit