MATERIAL* mtl_detailmapping =
{
effect=
"
texture entSkin1;
texture entSkin2;
texture entSkin3;
technique t0
{
pass p0
{
Texture[0] = <entSkin2>;
Texture[1] = <entSkin1>;
Texture[2] = <entSkin3>;
// mix light map with dynamic lighting
TexCoordIndex[0] = 1;
ColorArg1[0] = Texture;
ColorOp[0] = AddSigned;
ColorArg2[0] = Diffuse;
resultarg[0] = temp; // output to temp register
colorarg1[1] = Texture; // color map
colorop[1] = selectarg1;
texcoordindex[1] = 0;
colorarg1[2] = Texture; // detail map
colorarg2[2] = current; // color map
colorop[2] = addsigned; // add detail map to color map
texcoordindex[2] = 0;
texturetransformflags[2] = count2;
texturetransform[2] = { 24.0,0.0,0.0,0.0, // detail map u scale
0.0,24.0,0.0,0.0, // detail map v scale
0.0,0.0,0.0,0.0,
0.0,0.0,0.0,0.0};
magfilter[2]=linear;
minfilter[2]=linear;
mipfilter[2]=linear;
colorarg1[3] = temp; // (shadow map + vertex lighting)
colorarg2[3] = current; // (color map + detail map)
colorop[3] = modulate; // modulate (color map + detail map) with (shadow map + vertex lighting)
magfilter[3] = linear;
minfilter[3] = linear;
mipfilter[3] = linear;
}
}
";
}