The extra element may appear any number of times. OpenGL ES extensions may be used here. |

| QName | Type | Fixed | Default | Use | Inheritable | Annotation | |
|---|---|---|---|---|---|---|---|
| id | xs:ID | optional |
|
||||
| name | xs:token | optional |
|
||||
| type | xs:NMTOKEN | optional |
|
<xs:element name="extra" type="extra_type" minOccurs="0" maxOccurs="unbounded"> <xs:annotation> <xs:documentation>The extra element may appear any number of times. OpenGL ES extensions may be used here.</xs:documentation> </xs:annotation> </xs:element> |
|
< effect xmlns = "http://www.collada.org/2008/03/COLLADASchema" id = "Textured_Bump_E0_MP_FX" > |
|
[...] |
|
< profile_GLSL> |
|
uniform vec3 fvLightPosition; uniform vec3 fvEyePosition; varying vec2 Texcoord; varying vec3 ViewDirection; varying vec3 LightDirection; attribute vec3 rm_Binormal; attribute vec3 rm_Tangent; void main( void ) { gl_Position = ftransform(); Texcoord = gl_MultiTexCoord0.xy; vec4 fvObjectPosition = gl_ModelViewMatrix * gl_Vertex; vec3 fvViewDirection = fvEyePosition - fvObjectPosition.xyz; vec3 fvLightDirection = fvLightPosition - fvObjectPosition.xyz; vec3 fvNormal = gl_NormalMatrix * gl_Normal; vec3 fvBinormal = gl_NormalMatrix * rm_Binormal; vec3 fvTangent = gl_NormalMatrix * rm_Tangent; ViewDirection.x = dot( fvTangent, fvViewDirection ); ViewDirection.y = dot( fvBinormal, fvViewDirection ); ViewDirection.z = dot( fvNormal, fvViewDirection ); LightDirection.x = dot( fvTangent, fvLightDirection.xyz ); LightDirection.y = dot( fvBinormal, fvLightDirection.xyz ); LightDirection.z = dot( fvNormal, fvLightDirection.xyz ); } |
|
</ code> |
|
uniform vec4 fvAmbient; uniform vec4 fvSpecular; uniform vec4 fvDiffuse; uniform float fSpecularPower; uniform sampler2D baseMap; uniform sampler2D bumpMap; varying vec2 Texcoord; varying vec3 ViewDirection; varying vec3 LightDirection; void main( void ) { vec3 fvLightDirection = normalize( LightDirection ); vec3 fvNormal = normalize( ( texture2D( bumpMap, Texcoord ).xyz * 2.0 ) - 1.0 ); float fNDotL = dot( fvNormal, fvLightDirection ); vec3 fvReflection = normalize( ( ( 2.0 * fvNormal ) * fNDotL ) - fvLightDirection ); vec3 fvViewDirection = normalize( ViewDirection ); float fRDotV = max( 0.0, dot( fvReflection, fvViewDirection ) ); vec4 fvBaseColor = texture2D( baseMap, Texcoord ); vec4 fvTotalAmbient = fvAmbient * fvBaseColor; vec4 fvTotalDiffuse = fvDiffuse * fNDotL * fvBaseColor; vec4 fvTotalSpecular = fvSpecular * ( pow( fRDotV, fSpecularPower ) ); gl_FragColor = ( fvTotalAmbient + fvTotalDiffuse + fvTotalSpecular ); } |
|
</ code> |
|
< float> |
|
25 |
|
</ float> |
|
</ newparam> |
|
< float4> |
|
0.368627 0.368421 0.368421 1 |
|
</ float4> |
|
</ newparam> |
|
< float4> |
|
0.886275 0.885003 0.885003 1 |
|
</ float4> |
|
</ newparam> |
|
< float3> |
|
0 0 100 |
|
</ float3> |
|
</ newparam> |
|
< float3> |
|
-100 100 100 |
|
</ float3> |
|
</ newparam> |
|
< float4> |
|
0.490196 0.488722 0.488722 1 |
|
</ float4> |
|
</ newparam> |
|
< sampler2D> |
|
< minfilter> |
|
LINEAR |
|
</ minfilter> |
|
< magfilter> |
|
LINEAR |
|
</ magfilter> |
|
< mipfilter> |
|
LINEAR |
|
</ mipfilter> |
|
</ sampler2D> |
|
</ newparam> |
|
< sampler2D> |
|
< minfilter> |
|
LINEAR |
|
</ minfilter> |
|
< magfilter> |
|
LINEAR |
|
</ magfilter> |
|
< mipfilter> |
|
LINEAR |
|
</ mipfilter> |
|
</ sampler2D> |
|
</ newparam> |
|
< pass sid = "Pass_0" > |
|
< program> |
|
< sources> |
|
</ sources> |
|
</ shader> |
|
< sources> |
|
</ sources> |
|
</ shader> |
|
</ bind_uniform> |
|
</ bind_uniform> |
|
</ bind_uniform> |
|
</ bind_uniform> |
|
</ bind_uniform> |
|
</ bind_uniform> |
|
</ bind_uniform> |
|
</ bind_uniform> |
|
</ program> |
|
</ pass> |
|
</ technique> |
|
</ profile_GLSL> |
|
< extra> |
|
< param type = "float" > |
|
120.000000 |
|
</ param> |
|
</ technique> |
|
</ extra> |
|
</ effect> |