参数设置:
->getSubEntity(0)->getMaterial()->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("alpha", starAlpha);
->getSubEntity(0)->setCustomParameter(1, Ogre::Vector4(temp.x, temp.y, temp.z, m_fOuterRadius));
材质脚本:
vertex_program _template_VpHL hlsl { source _template_.hlsl entry_point main_vs target vs_2_0 // default_params // { // param_named_auto worldViewProj worldviewproj_matrix // } } fragment_program _template_FpHL hlsl { source _template_.hlsl entry_point main_ps target ps_2_0 } vertex_program _template_VpGL glsl { source _template_Vp.glsl } fragment_program _template_FpGL glsl { source _template_Fp.glsl default_params { param_named diffuseMap int 0 } } vertex_program _template_Vp unified { delegate _template_VpGL delegate _template_VpHL } fragment_program _template_Fp unified { delegate _template_FpGL delegate _template_FpHL } material mat/_template_ { technique { pass { vertex_program_ref _template_Vp { param_named_auto worldViewProj worldviewproj_matrix // param_named alpha float 1 // param_named f4 float4 1 0 0 1 // param_named mat4 matrix4x4 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 } fragment_program_ref _template_Fp { } texture_unit { texture t0.jpg 2d 0 } //polygon_mode wireframe //lighting off // point_sprites on // point_size 11 // for opengl // point_size_attenuation off // point_size_min 1 // point_size_max 32 //scene_blend alpha_blend //scene_blend add //scene_blend src_alpha one //cull_hardware anticlockwise //cull_software front //depth_write off //depth_check off } } }
HLSL脚本:
float scale(float f1, inout float f2) { f2 = f1*2; return f2+f1; } void main_vs ( in float4 inPos : POSITION, in float4 inColor: COLOR, in float2 inUV: TEXCOORD0, out float4 outPos: POSITION, out float4 outColor:COLOR, out float2 outUV: TEXCOORD0, //out float outSize: PSIZE, uniform float4x4 worldViewProj ) { outPos = mul(worldViewProj, inPos); // if(outPos.z / outPos.w > 1) // { // outPos.z = outPos.w; // } outUV = inUV;// float2(inUV.x / 10, inUV.y); //outColor = inColor; outColor = float4(0.0, 0, 1.0, 1); //outSize = outColor.r * 16.0; } float4 main_ps( float2 uv : TEXCOORD0, float4 inColor: COLOR, uniform sampler2D diffuseMap : register(s0) ) : COLOR { float4 color= tex2D(diffuseMap, uv) * inColor; // float c = abs(uv.x-0.5); // float x = smoothstep(0, 1, c) + 0.1; // float4 temp = float4(x, x, x, 1); return color; }
GLSL脚本:
_template_Vp.glsl
#version 120 varying vec2 uv; // varying vec3 mycolor; // varying vec3 mysecondsecolor; //uniform float alpha; //uniform vec4 v4; //uniform mat4 worldViewProj; void main(void) { //vec3 v3Pos = gl_Vertex.xyz; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; if(gl_Position.z / gl_Position.w > 1) { gl_Position.z = gl_Position.w; } ///gl_FrontColor = gl_Color; gl_FrontColor = vec4(0, 0, 1, 1); //gl_FrontSecondaryColor.rgb = vec3(1, 1, 1); // float fFar = length(v3Pos); //gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; uv = gl_MultiTexCoord0.xy; //float f = dot(v3, v3); //float f = length(v3); }
_template_Fp.glsl
#version 120 uniform sampler2D diffuseMap; varying vec2 uv; void main( void ) { vec4 color = texture2D(diffuseMap, uv); //gl_TexCoord[0].xy gl_FragColor = color * clamp(gl_Color, 0.5, 1.0); // float b1 = 1.0-(2.0*abs(gl_PointCoord.s-0.5)); // float x = smoothstep(0, 1, gl_Color.r) + 0.1; //gl_FragColor = vec4(uv, 0, 1); //gl_FragColor = gl_Color + gl_SecondaryColor; //gl_FragColor = 1.0 - exp(f4Color * -1.5); }