I have all plugins installed (I guess) and everything else seem fine.
Code: Select all
I/OGRE: Parsing script TerrainTile.material
I/OGRE: Parsing script SightArea.material
E/OGRE: OGRE EXCEPTION(2:InvalidParametersException): Parameter called isWall does not exist. in GpuProgramParameters::_findNamedConstantDefinition at src/OgreGpuProgramParams.cpp (line 1719)
E/OGRE: Compiler error: invalid parameters in SightArea.material(16): setting of constant failed
I/OGRE: Finished parsing scripts for resource group zATerrain
I/OGRE: Creating resources for group zATerrain
Code: Select all
//---------------------------------------------------------------------------------------------------
vertex_program shadowMap_vs unified
{
delegate shadowMap_cg_vs
}
vertex_program shadowMap_cg_vs cg
{
source sightArea.cg
entry_point shadowMap_vs
profiles vs_2_0 arbvp1
default_params
{
param_named isWall float 0
//param_named_auto world world_matrix
//param_named_auto worldViewProj worldviewproj_matrix
}
}
fragment_program shadowMap_ps unified
{
delegate shadowMap_cg_ps
}
fragment_program shadowMap_cg_ps cg
{
source sightArea.cg
profiles ps_2_0 arbfp1 fp20
entry_point shadowMap_ps
}
//---------------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------------
// Materials
//---------------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------------
material MapCore/shadowMap
{
//transparency_casts_shadows on
technique shadowMapRelativeTec
{
scheme shadowMapSchemeRelative
pass
{
cull_software none
cull_hardware none
vertex_program_ref shadowMap_vs
{
}
fragment_program_ref shadowMap_ps
{
}
}
}
}
Code: Select all
#define factor 262144
//---------------------------------------------------------------------------------------------------
void shadowMap_vs( float4 position : POSITION,
// outputs
out float4 oPosition : POSITION,
out float4 oTex0 : TEXCOORD0,
out float1 oIsWall : TEXCOORD1,
//out float3 oNormal : TEXCOORD1,
// parameters
//uniform float4 lightPosition, // object space
//uniform float4x4 worldViewProj,
uniform float1 isWall,
uniform float4x4 world,
uniform float4x4 worldViewProj
//uniform float3 camPos
)
{
//oPosition = mul(worldViewProj,position);
oIsWall = isWall;
//float4 worldPosition = mul(world,position);
//worldPosition = worldPosition / worldPosition.w;
//worldPosition.xyz = worldPosition.xyz + camPos;
//oTex0 = mul(world,position);
}
//---------------------------------------------------------------------------------------------------
void shadowMap_ps( float4 worldPosition : TEXCOORD0,
float isWall : TEXCOORD1,
out float4 oColor : COLOR)
{
worldPosition = worldPosition/worldPosition.w;
//oColor = float4(1.0/(length(worldPosition.xyz) + ep),isWall,1,1);
oColor = float4(length(worldPosition.xyz)/factor,isWall,1,1);
}