Hello, i've recently found a never seen before phong shader (phong_bump_specular.FX) in my effectbank, I'don't even know if it's compatible with FPSC.
Do you know this shader ?
If compatible, can I use it on dynamic weapon pickups ?
I post a little piece of the code, just in case.
/*********************************************************************NVMH3****
File: $Id: //sw/devrel/SDK/MEDIA_SRC/Shaders/templates/phong_bump_reflect.fx#2 $
Copyright NVIDIA Corporation 2007
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY
AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS
BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES
WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS,
BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY
LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
******************************************************************************/
float Script : STANDARDSGLOBAL <
string UIWidget = "none";
string ScriptClass = "object";
string ScriptOrder = "standard";
string ScriptOutput = "color";
string Script = "Technique=Main;";
> = 0.8;
//// UN-TWEAKABLES - AUTOMATICALLY-TRACKED TRANSFORMS ////////////////
float4x4 WorldITXf : WorldInverseTranspose < string UIWidget="None"; >;
float4x4 WvpXf : WorldViewProjection < string UIWidget="None"; >;
float4x4 WorldXf : World < string UIWidget="None"; >;
float4x4 ViewIXf : ViewInverse < string UIWidget="None"; >;
//// TWEAKABLE PARAMETERS ////////////////////
float4 LightSource : Position <
string UIType = "Light Source";
> = { 200.000000, 200.000000, -200.000000, 0.000000 };
float3 Lamp0Color : Specular <
string UIName = "Lamp 0";
string Object = "PointLight0";
string UIWidget = "Color";
> = { 1.000000, 1.000000, 1.000000 };
float4 AmbiColor : Ambient <
string UIName = "Ambient Light Color";
string UIWidget = "Color";
> = { 0.010000, 0.010000, 0.010000, 1.000000 };
float Ks <
string UIWidget = "slider";
float UIMin = 0.0;
float UIMax = 1.0;
float UIStep = 0.05;
string UIName = "Specular";
> = 0.800000;
float SpecExpon : SpecularPower <
string UIWidget = "slider";
float UIMin = 1.0;
float UIMax = 128.0;
float UIStep = 1.0;
string UIName = "Specular Power";
> = 89.000000;
float4 SurfColor : Diffuse
<
string UIName = "Surface Color";
string UIType = "Color";
> = { 0.500000, 0.500000, 0.500000, 1.000000 };
float Bump <
string UIWidget = "slider";
float UIMin = 0.0;
float UIMax = 3.0;
float UIStep = 0.01;
string UIName = "Bumpiness";
> = 3.000000;
Thank you.
Please apologize my bad english, I'm French.
ELDORA Rocks !