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+//-----------------------------------------------------------------------------
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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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+
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+// This material should work fine for uniformly colored ribbons.
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+
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+//Basic ribbon shader/////////////////////////////////////////////
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+
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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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+
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+ pixVersion = 2.0;
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+};
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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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+
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+ emissive[0] = true;
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+
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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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+
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+ preload = true;
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+};
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+
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+// This material can render a texture on top of a ribbon.
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+
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+//Texture ribbon shader/////////////////////////////////////////////
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+
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+new ShaderData( texRibbonShader )
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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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+
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+ pixVersion = 2.0;
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+};
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+
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+singleton CustomMaterial( texRibbonMat )
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+{
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+ shader = texRibbonShader;
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+ version = 2.0;
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+
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+ emissive[0] = true;
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+
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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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+
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+ sampler["ribTex"] = "art/ribbons/ribTex.png";
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+
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+ preload = true;
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+};
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