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vertex_program myGLSLVertexProgram glsl { source myGLSLVertexProgram.txt } |
vertex_program myExternalGLSLFunction1 glsl { source myExternalGLSLfunction1.txt } vertex_program myExternalGLSLFunction2 glsl { source myExternalGLSLfunction2.txt } vertex_program myGLSLVertexProgram1 glsl { source myGLSLfunction.txt attach myExternalGLSLFunction1 myExternalGLSLFunction2 } vertex_program myGLSLVertexProgram2 glsl { source myGLSLfunction.txt attach myExternalGLSLFunction1 } |
varying vec2 UV; uniform sampler2D diffuseMap; void main(void) { gl_FragColor = texture2D(diffuseMap, UV); } |
fragment_program myFragmentShader glsl { source example.frag } material exampleGLSLTexturing { technique { pass { fragment_program_ref myFragmentShader { param_named diffuseMap int 0 } texture_unit { texture myTexture.jpg 2d } } } } |
material exampleGLSLmatrixUniforms { technique matrix_passing { pass examples { vertex_program_ref myVertexShader { // mat4 uniform param_named OcclusionMatrix matrix4x4 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 0 // or param_named ViewMatrix float16 0 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 // mat3 param_named TextRotMatrix float9 1 0 0 0 1 0 0 0 1 } fragment_program_ref myFragmentShader { // mat2 uniform param_named skewMatrix float4 0.5 0 -0.5 1.0 } } } } |
// in your GLSL #ifdef CLEVERTECHNIQUE // some clever stuff here #else // normal technique #endif #if NUM_THINGS==2 // Some specific code #else // something else #endif // in your program definition preprocessor_defines CLEVERTECHNIQUE,NUMTHINGS=2 |
geometry_program Ogre/GPTest/Swizzle_GP_GLSL glsl { source SwizzleGP.glsl input_operation_type triangle_list output_operation_type line_strip max_output_vertices 6 } |
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