material TSNormalSpecMapping
{
technique GLSL
{
pass
{
ambient 0.1 0.1 0.1
diffuse 0.7 0.7 0.7
specular 0.7 0.7 0.7 128
vertex_program_ref GLSLDemo/OffsetMappingVS
{
param_named_auto lightPosition light_position_object_space 0
param_named_auto eyePosition camera_position_object_space
param_named textureScale float 1.0
}
fragment_program_ref GLSLDemo/TSNormalSpecMappingFS
{
param_named normalMap int 0
param_named diffuseMap int 1
param_named fxMap int 2
}
// Normal map
texture_unit NormalMap
{
texture defaultNM.png
tex_coord_set 0
filtering trilinear
}
// Base diffuse texture map
texture_unit DiffuseMap
{
texture defaultDiff.png
filtering trilinear
tex_coord_set 1
}
// spec map for shininess
texture_unit SpecMap
{
texture defaultSpec.png
filtering trilinear
tex_coord_set 2
}
}
}
technique HLSL_DX9
{
pass
{
vertex_program_ref FxMap_HLSL_VS
{
param_named_auto worldViewProj_matrix worldviewproj_matrix
param_named_auto lightPosition light_position_object_space 0
param_named_auto eyePosition camera_position_object_space
}
fragment_program_ref FxMap_HLSL_PS
{
param_named ambientColor float4 0.2 0.2 0.2 0.2
}
// Normal map
texture_unit
{
texture_alias NormalMap
texture defaultNM.png
tex_coord_set 0
filtering trilinear
}
// Base diffuse texture map
texture_unit
{
texture_alias DiffuseMap
texture defaultDiff.png
filtering trilinear
tex_coord_set 1
}
// spec map for shininess
texture_unit
{
texture_alias SpecMap
texture defaultSpec.png
filtering trilinear
tex_coord_set 2
}
}
}
}
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