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6		<title>FragmentShader</title>
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10		<h1>&lt;FragmentShader&gt;</h1>
11		<h2>Description</h2>
12		<p>
13            Fragment shaders.
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>FragmentShaderConfig</td><th>LayerConfig</th><td>
18            Layer configuration.
19            </td></tr></table>
20		<h2>FragmentShaderConfig Enumerated Type</h2>
21		<table class="arguments">
22<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>ConfigurationType0</th><td>
23            Configuration Type 0.
24            </td></tr><tr><th>ConfigurationType1</th><td>
25            Configuration Type 1.
26            </td></tr><tr><th>ConfigurationType2</th><td>
27            Configuration Type 2.
28            </td></tr><tr><th>ConfigurationType3</th><td>
29            Configuration Type 3.
30            </td></tr><tr><th>ConfigurationType4</th><td>
31            Configuration Type 4.
32            </td></tr><tr><th>ConfigurationType5</th><td>
33            Configuration Type 5.
34            </td></tr><tr><th>ConfigurationType6</th><td>
35            Configuration Type 6.
36            </td></tr><tr><th>ConfigurationType7</th><td>
37            Configuration Type 7.
38            </td></tr><tr><th>ConfigurationType8</th><td>
39            Configuration Type 8.
40            </td></tr><tr><th>ConfigurationType9</th><td>
41            Configuration Type 9.
42            </td></tr><tr><th>ConfigurationType10</th><td>
43            Configuration Type 10.
44            </td></tr></table>
45
46<h2>Example Output</h2>
47
48<table>
49<tr>
50<td><pre>
51&lt;Materials&gt;<br>
52    &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>
53        &lt;ShaderReference /&gt;<br>
54        &lt;MaterialColor VertexColorScale=&quot;1&quot;&gt;<br>
55            &lt;Emission R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
56            &lt;Ambient R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
57            &lt;Diffuse R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;1&quot; /&gt;<br>
58            &lt;Specular0 R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
59            &lt;Specular1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
60            &lt;Constant0 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
61            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
62            &lt;Constant2 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
63            &lt;Constant3 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
64            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
65            &lt;Constant5 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
66        &lt;/MaterialColor&gt;<br>
67        &lt;Rasterization CullingMode=&quot;BackFace&quot; IsPolygonOffsetEnabled=&quot;false&quot; PolygonOffsetFactor=&quot;0&quot; PolygonOffsetUnit=&quot;0&quot; /&gt;<br>
68        &lt;TextureCoordinators&gt;<br>
69            &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>
70        &lt;/TextureCoordinators&gt;<br>
71        &lt;TextureMappers&gt;<br>
72            &lt;PixelBasedTextureMapperCtr&gt;<br>
73                &lt;TextureReference&gt;Textures[&quot;Number.1&quot;]@file:Textures/Number.1.ctex&lt;/TextureReference&gt;<br>
74                &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>
75                    &lt;BorderColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
76                &lt;/StandardTextureSamplerCtr&gt;<br>
77            &lt;/PixelBasedTextureMapperCtr&gt;<br>
78        &lt;/TextureMappers&gt;<br>
79        <strong>&lt;FragmentShader LayerConfig=&quot;ConfigurationType0&quot;&gt;</strong><br>
80            &lt;BufferColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
81            &lt;FragmentBump BumpTextureIndex=&quot;Texture0&quot; BumpMode=&quot;NotUsed&quot; IsBumpRenormalize=&quot;false&quot; /&gt;<br>
82            &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>
83            &lt;FragmentLightingTable&gt;<br>
84                &lt;ReflectanceRSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
85                    &lt;NullLookupTableCtr /&gt;<br>
86                &lt;/ReflectanceRSampler&gt;<br>
87                &lt;ReflectanceGSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
88                    &lt;NullLookupTableCtr /&gt;<br>
89                &lt;/ReflectanceGSampler&gt;<br>
90                &lt;ReflectanceBSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
91                    &lt;NullLookupTableCtr /&gt;<br>
92                &lt;/ReflectanceBSampler&gt;<br>
93                &lt;Distribution0Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
94                    &lt;NullLookupTableCtr /&gt;<br>
95                &lt;/Distribution0Sampler&gt;<br>
96                &lt;Distribution1Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
97                    &lt;NullLookupTableCtr /&gt;<br>
98                &lt;/Distribution1Sampler&gt;<br>
99                &lt;FresnelSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
100                    &lt;NullLookupTableCtr /&gt;<br>
101                &lt;/FresnelSampler&gt;<br>
102            &lt;/FragmentLightingTable&gt;<br>
103            &lt;TextureCombiners&gt;<br>
104                &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>
105                    &lt;SourceRgb Source0=&quot;FragmentPrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
106                    &lt;OperandRgb Operand0=&quot;Color&quot; Operand1=&quot;Color&quot; Operand2=&quot;Color&quot; /&gt;<br>
107                    &lt;SourceAlpha Source0=&quot;PrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
108                    &lt;OperandAlpha Operand0=&quot;Alpha&quot; Operand1=&quot;Alpha&quot; Operand2=&quot;Alpha&quot; /&gt;<br>
109                &lt;/TextureCombinerCtr&gt;<br>
110            &lt;/TextureCombiners&gt;<br>
111            &lt;AlphaTest IsTestEnabled=&quot;false&quot; TestFunction=&quot;Always&quot; TestReference=&quot;0&quot; /&gt;<br>
112        <strong>&lt;/FragmentShader&gt;</strong><br>
113        &lt;FragmentOperation&gt;<br>
114            &lt;DepthOperation IsTestEnabled=&quot;true&quot; TestFunction=&quot;Less&quot; IsMaskEnabled=&quot;true&quot; /&gt;<br>
115            &lt;BlendOperation Mode=&quot;NotUsed&quot; LogicOperation=&quot;Copy&quot;&gt;<br>
116                &lt;RgbParameter BlendFunctionSource=&quot;SourceAlpha&quot; BlendFunctionDestination=&quot;OneMinusSourceAlpha&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
117                &lt;AlphaParameter BlendFunctionSource=&quot;One&quot; BlendFunctionDestination=&quot;Zero&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
118                &lt;BlendColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
119            &lt;/BlendOperation&gt;<br>
120        &lt;/FragmentOperation&gt;<br>
121    &lt;/MaterialCtr&gt;<br>
122&lt;/Materials&gt;<br>
123</pre></td>
124</tr></table>
125	<hr><p>CONFIDENTIAL</p></body>
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