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6		<title>FragmentBump</title>
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10		<h1>&lt;FragmentBump&gt;</h1>
11		<h2>Description</h2>
12		<p>
13            Bump mapping.
14            </p>
15		<h2>Attributes</h2>
16		<table class="arguments">
17<thead><tr><td>Type</td><td>Attributes</td><td>Description</td></tr></thead><tr><td>BumpModeCtr</td><th><CODE>BumpMode</CODE></th><td>
18            Bump mapping mode.
19            </td></tr><tr><td>BumpTextureIndexCtr</td><th>BumpTextureIndex</th><td>
20            The texture unit number for executing bump mapping.
21            </td></tr><tr><td /><th>IsBumpRenormalize</th><td>
22            Flag enabling recalculation of the z component of the bump vector.
23            </td></tr></table>
24		<h2>BumpModeCtr Enumerated Type</h2>
25		<table class="arguments">
26<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>NotUsed</th><td>
27            Do not use bump mapping or tangent mapping.
28            </td></tr><tr><th>AsBump</th><td>
29            Use bump mapping.
30            </td></tr><tr><th>AsTangent</th><td>
31            Use tangent mapping.
32            </td></tr></table>
33		<h2>BumpTextureIndexCtr Enumerated Type</h2>
34		<table class="arguments">
35<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>Texture0</th><td>
36            Texture 0.
37            </td></tr><tr><th>Texture1</th><td>
38            Texture 1.
39            </td></tr><tr><th>Texture2</th><td>
40            Texture 2.
41            </td></tr><tr><th>Texture3</th><td>
42            Texture 3.
43            </td></tr></table>
44
45<h2>Example Output</h2>
46
47<table>
48<tr>
49<td><pre>
50&lt;Materials&gt;<br>
51    &lt;MaterialCtr Name=&quot;lambert2&quot; IsCompressible=&quot;true&quot; IsFragmentLightEnabled=&quot;true&quot; IsVertexLightEnabled=&quot;false&quot; IsHemiSphereLightEnabled=&quot;false&quot; IsHemiSphereOcclusionEnabled=&quot;false&quot; IsFogEnabled=&quot;false&quot; TextureCoordinateConfig=&quot;Config0120&quot; TranslucencyKind=&quot;Opaque&quot; ShaderProgramDescriptionIndex=&quot;-1&quot; ShaderBinaryKind=&quot;Default&quot;&gt;<br>
52        &lt;ShaderReference /&gt;<br>
53        &lt;MaterialColor VertexColorScale=&quot;1&quot;&gt;<br>
54            &lt;Emission R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
55            &lt;Ambient R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
56            &lt;Diffuse R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;1&quot; /&gt;<br>
57            &lt;Specular0 R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
58            &lt;Specular1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
59            &lt;Constant0 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
60            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
61            &lt;Constant2 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
62            &lt;Constant3 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
63            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
64            &lt;Constant5 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
65        &lt;/MaterialColor&gt;<br>
66        &lt;Rasterization CullingMode=&quot;BackFace&quot; IsPolygonOffsetEnabled=&quot;false&quot; PolygonOffsetFactor=&quot;0&quot; PolygonOffsetUnit=&quot;0&quot; /&gt;<br>
67        &lt;TextureCoordinators&gt;<br>
68            &lt;TextureCoordinatorCtr SourceCoordinate=&quot;0&quot; MappingMethod=&quot;UvCoordinateMap&quot; ReferenceCamera=&quot;0&quot; MatrixMode=&quot;DccMaya&quot; ScaleS=&quot;1&quot; ScaleT=&quot;1&quot; Rotate=&quot;0&quot; TranslateS=&quot;0&quot; TranslateT=&quot;0&quot; /&gt;<br>
69        &lt;/TextureCoordinators&gt;<br>
70        &lt;TextureMappers&gt;<br>
71            &lt;PixelBasedTextureMapperCtr&gt;<br>
72                &lt;TextureReference&gt;Textures[&quot;Number.1&quot;]@file:Textures/Number.1.ctex&lt;/TextureReference&gt;<br>
73                &lt;StandardTextureSamplerCtr MinFilter=&quot;Linear&quot; MagFilter=&quot;Linear&quot; WrapS=&quot;Repeat&quot; WrapT=&quot;Repeat&quot; MinLod=&quot;0&quot; LodBias=&quot;0&quot;&gt;<br>
74                    &lt;BorderColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
75                &lt;/StandardTextureSamplerCtr&gt;<br>
76            &lt;/PixelBasedTextureMapperCtr&gt;<br>
77        &lt;/TextureMappers&gt;<br>
78        &lt;FragmentShader LayerConfig=&quot;ConfigurationType0&quot;&gt;<br>
79            &lt;BufferColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
80            <strong>&lt;FragmentBump BumpTextureIndex=&quot;Texture0&quot; BumpMode=&quot;NotUsed&quot; IsBumpRenormalize=&quot;false&quot; /&gt;</strong><br>
81            &lt;FragmentLighting FresnelConfig=&quot;No&quot; IsClampHighLight=&quot;false&quot; IsDistribution0Enabled=&quot;false&quot; IsDistribution1Enabled=&quot;false&quot; IsGeometricFactor0Enabled=&quot;false&quot; IsGeometricFactor1Enabled=&quot;false&quot; IsReflectionEnabled=&quot;false&quot; /&gt;<br>
82            &lt;FragmentLightingTable&gt;<br>
83                &lt;ReflectanceRSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
84                    &lt;NullLookupTableCtr /&gt;<br>
85                &lt;/ReflectanceRSampler&gt;<br>
86                &lt;ReflectanceGSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
87                    &lt;NullLookupTableCtr /&gt;<br>
88                &lt;/ReflectanceGSampler&gt;<br>
89                &lt;ReflectanceBSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
90                    &lt;NullLookupTableCtr /&gt;<br>
91                &lt;/ReflectanceBSampler&gt;<br>
92                &lt;Distribution0Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
93                    &lt;NullLookupTableCtr /&gt;<br>
94                &lt;/Distribution0Sampler&gt;<br>
95                &lt;Distribution1Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
96                    &lt;NullLookupTableCtr /&gt;<br>
97                &lt;/Distribution1Sampler&gt;<br>
98                &lt;FresnelSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
99                    &lt;NullLookupTableCtr /&gt;<br>
100                &lt;/FresnelSampler&gt;<br>
101            &lt;/FragmentLightingTable&gt;<br>
102            &lt;TextureCombiners&gt;<br>
103                &lt;TextureCombinerCtr CombineRgb=&quot;Modulate&quot; CombineAlpha=&quot;Modulate&quot; ScaleRgb=&quot;One&quot; ScaleAlpha=&quot;One&quot; Constant=&quot;Constant0&quot; BufferInputRgb=&quot;PreviousBuffer&quot; BufferInputAlpha=&quot;PreviousBuffer&quot;&gt;<br>
104                    &lt;SourceRgb Source0=&quot;FragmentPrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
105                    &lt;OperandRgb Operand0=&quot;Color&quot; Operand1=&quot;Color&quot; Operand2=&quot;Color&quot; /&gt;<br>
106                    &lt;SourceAlpha Source0=&quot;PrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
107                    &lt;OperandAlpha Operand0=&quot;Alpha&quot; Operand1=&quot;Alpha&quot; Operand2=&quot;Alpha&quot; /&gt;<br>
108                &lt;/TextureCombinerCtr&gt;<br>
109            &lt;/TextureCombiners&gt;<br>
110            &lt;AlphaTest IsTestEnabled=&quot;false&quot; TestFunction=&quot;Always&quot; TestReference=&quot;0&quot; /&gt;<br>
111        &lt;/FragmentShader&gt;<br>
112        &lt;FragmentOperation&gt;<br>
113            &lt;DepthOperation IsTestEnabled=&quot;true&quot; TestFunction=&quot;Less&quot; IsMaskEnabled=&quot;true&quot; /&gt;<br>
114            &lt;BlendOperation Mode=&quot;NotUsed&quot; LogicOperation=&quot;Copy&quot;&gt;<br>
115                &lt;RgbParameter BlendFunctionSource=&quot;SourceAlpha&quot; BlendFunctionDestination=&quot;OneMinusSourceAlpha&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
116                &lt;AlphaParameter BlendFunctionSource=&quot;One&quot; BlendFunctionDestination=&quot;Zero&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
117                &lt;BlendColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
118            &lt;/BlendOperation&gt;<br>
119        &lt;/FragmentOperation&gt;<br>
120    &lt;/MaterialCtr&gt;<br>
121&lt;/Materials&gt;<br>
122</pre></td>
123</tr></table>
124	<hr><p>CONFIDENTIAL</p></body>
125</html>