This commit is contained in:
Quella777
2025-08-25 16:30:02 +08:00
commit 32cc2a8e96
1633 changed files with 289456 additions and 0 deletions

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varying vec4 vertex_depth;
uniform sampler2D tex;
varying vec2 uv;
void main()
{
if (texture2D(tex, uv).a < 0.5)
{
discard;
}
float depth = (vertex_depth.z) / vertex_depth.w;
gl_FragColor = vec4(depth, depth, depth, 1.0);
}

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uniform mat4 world_view_proj_mat;
uniform vec4 texel_offsets;
varying vec4 vertex_depth;
varying vec2 uv;
void main()
{
vertex_depth = world_view_proj_mat * gl_Vertex;
gl_Position = vertex_depth;
gl_Position.xy += texel_offsets.zw * gl_Position.w;
uv = gl_MultiTexCoord0.xy;
}

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material OakTree/Branch
{
technique
{
shadow_caster_material "OakTree/shadow_caster_alpha"
pass
{
alpha_rejection greater 128
texture_unit
{
texture branch_diffuse.png
}
}
}
}
material OakTree/Bark
{
technique
{
pass
{
texture_unit
{
texture bark_diffuse.png
}
}
}
}
vertex_program caster_vp_glsl glsl
{
source caster_vp.glsl
default_params
{
param_named_auto world_view_proj_mat worldviewproj_matrix
param_named_auto texel_offsets texel_offsets
}
}
fragment_program caster_fp_glsl glsl
{
source caster_fp.glsl
default_params
{
param_named tex int 0
}
}
material OakTree/shadow_caster_alpha
{
transparency_casts_shadows on
technique
{
pass
{
// See: viewtopic.php?f=3&t=44817
fog_override true
cull_hardware none
cull_software none
alpha_rejection always_pass
vertex_program_ref caster_vp_glsl
{
}
fragment_program_ref caster_fp_glsl
{
}
texture_unit tex
{
// Pass the texture with alpha channel to the caster
texture branch_diffuse.png
}
}
}
}

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oak_tree/model.config Normal file
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<?xml version="1.0"?>
<model>
<name>Oak tree</name>
<version>1.0</version>
<sdf version="1.6">model.sdf</sdf>
<author>
<name>Louise Poubel</name>
<email>louise@osrfoundation.org</email>
</author>
<description>
An oak tree.
</description>
</model>

49
oak_tree/model.sdf Normal file
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<?xml version="1.0" ?>
<sdf version="1.6">
<model name="oak_tree">
<static>true</static>
<link name="link">
<collision name="collision">
<geometry>
<mesh>
<uri>model://oak_tree/meshes/oak_tree.dae</uri>
</mesh>
</geometry>
</collision>
<visual name="branch">
<geometry>
<mesh>
<uri>model://oak_tree/meshes/oak_tree.dae</uri>
<submesh>
<name>Branch</name>
</submesh>
</mesh>
</geometry>
<material>
<script>
<uri>model://oak_tree/materials/scripts/</uri>
<uri>model://oak_tree/materials/textures/</uri>
<name>OakTree/Branch</name>
</script>
</material>
</visual>
<visual name="bark">
<geometry>
<mesh>
<uri>model://oak_tree/meshes/oak_tree.dae</uri>
<submesh>
<name>Bark</name>
</submesh>
</mesh>
</geometry>
<material>
<script>
<uri>model://oak_tree/materials/scripts/</uri>
<uri>model://oak_tree/materials/textures/</uri>
<name>OakTree/Bark</name>
</script>
</material>
</visual>
</link>
</model>
</sdf>