//---------------------------------------------------------------------------- void StandardESMaterial_AlphaTest::PostLink () { Material::PostLink(); MaterialPass* pass = mTechniques[0]->GetPass(0); VertexShader* vshader = pass->GetVertexShader(); PixelShader* pshader = pass->GetPixelShader(); vshader->SetBaseRegisters(msVRegisters); vshader->SetPrograms(msVPrograms); pshader->SetTextureUnits(msPTextureUnits); pshader->SetPrograms(msPPrograms); vshader->SetShaderKey(SKT_STANNDES_ALPHATEST); pshader->SetShaderKey(SKT_STANNDES_ALPHATEST); }
//---------------------------------------------------------------------------- StandardESMaterial_AlphaTest::StandardESMaterial_AlphaTest () { VertexShader* vshader = new0 VertexShader("PX2.StandardESMaterial_AlphaTest", 3, 3, 7, 0, false); vshader->SetInput(0, "modelPosition", Shader::VT_FLOAT3, Shader::VS_POSITION); vshader->SetInput(1, "modelNormal", Shader::VT_FLOAT3, Shader::VS_NORMAL); vshader->SetInput(2, "modelTCoord0", Shader::VT_FLOAT2, Shader::VS_TEXCOORD0); vshader->SetOutput(0, "clipPosition", Shader::VT_FLOAT4, Shader::VS_POSITION); vshader->SetOutput(1, "vertexTCoord0", Shader::VT_FLOAT2, Shader::VS_TEXCOORD0); vshader->SetOutput(2, "vertexTCoord1", Shader::VT_FLOAT4, Shader::VS_TEXCOORD1); vshader->SetConstant(0, "gPVWMatrix", 4); vshader->SetConstant(1, "gShineEmissive", 1); vshader->SetConstant(2, "gShineAmbient", 1); vshader->SetConstant(3, "gShineDiffuse", 1); vshader->SetConstant(4, "gLightAmbient", 1); vshader->SetConstant(5, "gLightDiffuse", 1); vshader->SetConstant(6, "gLightModelDirection", 1); vshader->SetBaseRegisters(msVRegisters); vshader->SetPrograms(msVPrograms); PixelShader* pshader = new0 PixelShader("PX2.StandardESMaterial_AlphaTest", 2, 1, 0, 1, false); pshader->SetInput(0, "vertexTCoord0", Shader::VT_FLOAT2, Shader::VS_TEXCOORD0); pshader->SetInput(1, "vertexTCoord1", Shader::VT_FLOAT4, Shader::VS_TEXCOORD1); pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4, Shader::VS_COLOR0); pshader->SetSampler(0, "gDiffuseSampler", Shader::ST_2D); pshader->SetFilter(0, Shader::SF_LINEAR); pshader->SetCoordinate(0, 0, Shader::SC_CLAMP); pshader->SetCoordinate(0, 1, Shader::SC_CLAMP); pshader->SetTextureUnits(msPTextureUnits); pshader->SetPrograms(msPPrograms); vshader->SetShaderKey(SKT_STANNDES_ALPHATEST); pshader->SetShaderKey(SKT_STANNDES_ALPHATEST); MaterialPass* pass = new0 MaterialPass(); pass->SetVertexShader(vshader); pass->SetPixelShader(pshader); pass->SetAlphaProperty(new0 AlphaProperty()); pass->SetCullProperty(new0 CullProperty()); pass->SetDepthProperty(new0 DepthProperty()); pass->SetOffsetProperty(new0 OffsetProperty()); pass->SetStencilProperty(new0 StencilProperty()); pass->SetWireProperty(new0 WireProperty()); pass->GetAlphaProperty()->CompareEnabled = true; pass->GetAlphaProperty()->Compare = PX2::AlphaProperty::CM_GREATER; pass->GetAlphaProperty()->Reference = 0.25f; MaterialTechnique* technique = new0 MaterialTechnique(); technique->InsertPass(pass); InsertTechnique(technique); }