texterrain torrent Mesh: Loading sphere.mesh. DefaultWorkQueueBase('Root') - QUEUED(thread:3024): ID=1 channel=2 requestType=1 DefaultWorkQueueBase('Root') - PROCESS_REQUEST_START(3024): ID=1 channel=2 requestType=1 Terrain created; size=513 minBatch=33 maxBatch=65 treeDepth=4 lodLevels=5 leafLods=2 Terrain::distributeVertexData processing source terrain size of 513 Assigning vertex data, resolution=513 startDepth=2 endDepth=4 splits=4 Assigning vertex data, resolution=129 startDepth=0 endDepth=2 splits=1 Terrain::distributeVertexData finished DefaultWorkQueueBase('Root') - PROCESS_REQUEST_END(3024): ID=1 channel=2 requestType=1 processed=1 DefaultWorkQueueBase('Root') - PROCESS_RESPONSE_START(thread:3024): ID=1 success=1 messages=[] channel=2 requestType=1 DefaultWorkQueueBase('Root') - QUEUED(thread:3024): ID=2 channel=4 requestType=1 texterrain torrent How to dowload it? texterrain torrent DefaultWorkQueueBase('Root') - PROCESS_REQUEST_START(3024): ID=2 channel=4 requestType=1 DefaultWorkQueueBase('Root') - PROCESS_REQUEST_END(3024): ID=2 channel=4 requestType=1 processed=1 DefaultWorkQueueBase('Root') - PROCESS_RESPONSE_START(thread:3024): ID=2 success=1 messages=[] channel=4 requestType=1 DefaultWorkQueueBase('Root') - PROCESS_RESPONSE_END(thread:3024): ID=2 success=1 messages=[] channel=4 requestType=1 DefaultWorkQueueBase('Root') - QUEUED(thread:3024): ID=3 channel=3 requestType=1 *** Terrain Vertex Program: OgreTerrain/3499275481/sm2/vp/hlod *** void main_vp( float2 posIndex : POSITION, float height : TEXCOORD0, float2 delta : TEXCOORD1, texterrain torrent How to get it for free? texterrain torrent uniform float4x4 worldMatrix, uniform float4x4 viewProjMatrix, uniform float2 lodMorph, uniform float4x4 posIndexToObjectSpace, uniform float baseUVScale, uniform float4 uvMul_0, out float4 oPos : POSITION, out float4 oPosObj : TEXCOORD0 , out float4 oUVMisc : TEXCOORD1 // xy = uv, z = camDepth , out float4 oUV0 : TEXCOORD2 texterrain torrent PasteShr texterrain torrent , out float4 oUV1 : TEXCOORD3 , uniform float4 fogParams , out float fogVal : COLOR ) { float4 pos; pos = mul(posIndexToObjectSpace, float4(posIndex, height, 1)); float2 uv = float2(posIndex.x * baseUVScale, 1.0 - (posIndex.y * baseUVScale)); float4 worldPos = mul(worldMatrix, pos); oPosObj = pos; texterrain torrent How to use it? texterrain torrent float toMorph = -min(0, sign(delta.y - lodMorph.y)); worldPos.y += delta.x * toMorph * lodMorph.x; oUV0.xy = uv.xy * uvMul_0.r; oUV0.zw = uv.xy * uvMul_0.g; oUV1.xy = uv.xy * uvMul_0.b; oUV1.zw = uv.xy * uvMul_0.a; oPos = mul(viewProjMatrix, worldPos); oUVMisc.xy = uv.xy; fogVal = saturate((oPos.z - fogParams.y) * fogParams.w); } texterrain torrent How to dowload it? texterrain torrent *** *** *** Terrain Fragment Program: OgreTerrain/3499275481/sm2/fp/hlod *** float4 expand(float4 v) { return v * 2 - 1; } float4 main_fp( texterrain torrent How to get it? texterrain torrent float4 vertexPos : POSITION, float4 position : TEXCOORD0, float4 uvMisc : TEXCOORD1, float4 layerUV0 : TEXCOORD2, float4 layerUV1 : TEXCOORD3, uniform float3 fogColour, float fogVal : COLOR, uniform float3 ambient, uniform float4 lightPosObjSpace, uniform float3 lightDiffuseColour, texterrain torrent PasteShr texterrain torrent uniform float3 lightSpecularColour, uniform float3 eyePosObjSpace, uniform float4 scaleBiasSpecular, uniform sampler2D globalNormal : register(s0) , uniform sampler2D lightMap : register(s1) , uniform sampler2D blendTex0 : register(s2) , uniform sampler2D difftex0 : register(s3) , uniform sampler2D normtex0 : register(s4) , uniform sampler2D difftex1 : register(s5) , uniform sampler2D normtex1 : register(s6) texterrain torrent PasteShr texterrain torrent , uniform sampler2D difftex2 : register(s7) , uniform sampler2D normtex2 : register(s8) ) : COLOR { float4 outputCol; float shadow = 1.0; float2 uv = uvMisc.xy; outputCol = float4(0,0,0,1); float3 normal = expand(tex2D(globalNormal, uv)).rgb; float3 lightDir = texterrain torrent How to dowload it? texterrain torrent lightPosObjSpace.xyz - (position.xyz * lightPosObjSpace.w); float3 eyeDir = eyePosObjSpace - position.xyz; float3 diffuse = float3(0,0,0); float specular = 0; float4 blendTexVal0 = tex2D(blendTex0, uv); float3 tangent = float3(1, 0, 0); float3 binormal = normalize(cross(tangent, normal)); tangent = normalize(cross(normal, binormal)); float3x3 TBN = float3x3(tangent, binormal, normal); float4 litRes, litResLayer; texterrain torrent PasteShr texterrain torrent float3 TSlightDir, TSeyeDir, TShalfAngle, TSnormal; float displacement; TSlightDir = normalize(mul(TBN, lightDir)); TSeyeDir = normalize(mul(TBN, eyeDir)); float2 uv0 = layerUV0.xy; displacement = tex2D(normtex0, uv0).a * scaleBiasSpecular.x + scaleBiasSpecular.y; uv0 += TSeyeDir.xy * displacement; TSnormal = expand(tex2D(normtex0, uv0)).rgb; TShalfAngle = normalize(TSlightDir + TSeyeDir); texterrain torrent PasteShr texterrain torrent litResLayer = lit(dot(TSlightDir, TSnormal), dot(TShalfAngle, TSnormal), scaleBiasSpecular.z); litRes = litResLayer; float4 diffuseSpecTex0 = tex2D(difftex0, uv0); diffuse = diffuseSpecTex0.rgb; specular = diffuseSpecTex0.a; float2 uv1 = layerUV0.zw; displacement = tex2D(normtex1, uv1).a * scaleBiasSpecular.x + scaleBiasSpecular.y; uv1 += TSeyeDir.xy * displacement; TSnormal = expand(tex2D(normtex1, uv1)).rgb; texterrain torrent How to get it? texterrain torrent TShalfAngle = normalize(TSlightDir + TSeyeDir); litResLayer = lit(dot(TSlightDir, TSnormal), dot(TShalfAngle, TSnormal), scaleBiasSpecular.z); litRes = lerp(litRes, litResLayer, blendTexVal0.r); float4 diffuseSpecTex1 = tex2D(difftex1, uv1); diffuse = lerp(diffuse, diffuseSpecTex1.rgb, blendTexVal0.r); specular = lerp(specular, diffuseSpecTex1.a, blendTexVal0.r); float2 uv2 = layerUV1.xy; displacement = tex2D(normtex2, uv2).a * scaleBiasSpecular.x + scaleBiasSpecular.y; uv2 += TSeyeDir.xy * displacement; texterrain torrent How to use it? texterrain torrent TSnormal = expand(tex2D(normtex2, uv2)).rgb; TShalfAngle = normalize(TSlightDir + TSeyeDir); litResLayer = lit(dot(TSlightDir, TSnormal), dot(TShalfAngle, TSnormal), scaleBiasSpecular.z); litRes = lerp(litRes, litResLayer, blendTexVal0.g); float4 diffuseSpecTex2 = tex2D(difftex2, uv2); diffuse = lerp(diffuse, diffuseSpecTex2.rgb, blendTexVal0.g); specular = lerp(specular, diffuseSpecTex2.a, blendTexVal0.g); shadow = tex2D(lightMap, uv).r; outputCol.rgb += ambient.rgb * diffuse + litRes.y * lightDiffuseColour * diffuse * shadow; outputCol.rgb += litRes.z * lightSpecularColour * specular * shadow; texterrain torrent PasteShr texterrain torrent outputCol.rgb = lerp(outputCol.rgb, fogColour, fogVal); return outputCol; } *** *** *** Terrain Vertex Program: OgreTerrain/3499275481/sm2/vp/llod *** void main_vp( float2 posIndex : POSITION, float height : TEXCOORD0, float2 delta : TEXCOORD1, texterrain torrent How to dowload it? texterrain torrent uniform float4x4 worldMatrix, uniform float4x4 viewProjMatrix, uniform float2 lodMorph, uniform float4x4 posIndexToObjectSpace, uniform float baseUVScale, uniform float4 uvMul_0, out float4 oPos : POSITION, out float4 oPosObj : TEXCOORD0 , out float4 oUVMisc : TEXCOORD1 // xy = uv, z = camDepth , uniform float4 fogParams texterrain torrent PasteShr texterrain torrent , out float fogVal : COLOR ) { float4 pos; pos = mul(posIndexToObjectSpace, float4(posIndex, height, 1)); float2 uv = float2(posIndex.x * baseUVScale, 1.0 - (posIndex.y * baseUVScale)); float4 worldPos = mul(worldMatrix, pos); oPosObj = pos; float toMorph = -min(0, sign(delta.y - lodMorph.y)); worldPos.y += delta.x * toMorph * lodMorph.x; texterrain torrent How to get it for free? texterrain torrent oPos = mul(viewProjMatrix, worldPos); oUVMisc.xy = uv.xy; fogVal = saturate((oPos.z - fogParams.y) * fogParams.w); } *** *** *** Terrain Fragment Program: OgreTerrain/3499275481/sm2/fp/llod *** float4 expand(float4 v) { return v * 2 - 1; texterrain torrent How to use it? texterrain torrent } float4 main_fp( float4 vertexPos : POSITION, float4 position : TEXCOORD0, float4 uvMisc : TEXCOORD1, uniform float3 fogColour, float fogVal : COLOR, uniform float3 ambient, texterrain torrent How to get it for free? texterrain torrent uniform float4 lightPosObjSpace, uniform float3 lightDiffuseColour, uniform float3 lightSpecularColour, uniform float3 eyePosObjSpace, uniform float4 scaleBiasSpecular, uniform sampler2D compositeMap : register(s0) ) : COLOR { float4 outputCol; float shadow = 1.0; texterrain torrent How to get it? texterrain torrent float2 uv = uvMisc.xy; outputCol = float4(0,0,0,1); float3 lightDir = lightPosObjSpace.xyz - (position.xyz * lightPosObjSpace.w); float3 eyeDir = eyePosObjSpace - position.xyz; float3 diffuse = float3(0,0,0); float specular = 0; float4 composite = tex2D(compositeMap, uv); diffuse = composite.rgb; outputCol.rgb = diffuse; texterrain torrent How to dowload it? texterrain torrent outputCol.rgb = lerp(outputCol.rgb, fogColour, fogVal); return outputCol; } *** *** WARNING: Texture instance 'OgreTerrain/3499275481/nm' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded. WARNING: Texture instance 'OgreTerrain/3499275481/lm' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded. WARNING: Texture instance 'TerrBlend1' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded. WARNING: Texture instance 'OgreTerrain/3499275481/comp' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded. WARNING: Texture instance 'OgreTerrain/3499275481/nm' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded. texterrain torrent How to use it? texterrain torrent WARNING: Texture instance 'OgreTerrain/3499275481/lm' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded. WARNING: Texture instance 'TerrBlend1' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded. Texture: dirt_grayrocky_diffusespecular.dds: Loading 1 faces(PF_DXT5,1024x1024x1) with 3 generated mipmaps from Image. Internal format is PF_DXT5,1024x1024x1. Texture: dirt_grayrocky_normalheight.dds: Loading 1 faces(PF_DXT5,1024x1024x1) with 3 generated mipmaps from Image. Internal format is PF_DXT5,1024x1024x1. Texture: grass_green-01_diffusespecular.dds: Loading 1 faces(PF_DXT5,1024x1024x1) with 3 generated mipmaps from Image. Internal format is PF_DXT5,1024x1024x1. Texture: grass_green-01_normalheight.dds: Loading 1 faces(PF_DXT5,1024x1024x1) with 3 generated mipmaps from Image. Internal format is PF_DXT5,1024x1024x1. Texture: growth_weirdfungus-03_diffusespecular.dds: Loading 1 faces(PF_DXT5,1024x1024x1) with 3 generated mipmaps from Image. Internal format is PF_DXT5,1024x1024x1. Texture: growth_weirdfungus-03_normalheight.dds: Loading 1 faces(PF_DXT5,1024x1024x1) with 3 generated mipmaps from Image. Internal format is PF_DXT5,1024x1024x1. WARNING: Texture instance 'OgreTerrain/3499275481/comp' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded. *** Terrain Vertex Program: OgreTerrain/3499275481/sm2/vp/comp *** texterrain torrent PasteShr texterrain torrent void main_vp( float4 pos : POSITION, float2 uv : TEXCOORD0, uniform float4x4 worldMatrix, uniform float4x4 viewProjMatrix, uniform float2 lodMorph, uniform float4 uvMul_0, out float4 oPos : POSITION, out float4 oPosObj : TEXCOORD0 , out float4 oUVMisc : TEXCOORD1 // xy = uv, z = camDepth texterrain torrent How to get it? texterrain torrent , out float4 oUV0 : TEXCOORD2 , out float4 oUV1 : TEXCOORD3 ) { float4 worldPos = mul(worldMatrix, pos); oPosObj = pos; oUV0.xy = uv.xy * uvMul_0.r; oUV0.zw = uv.xy * uvMul_0.g; oUV1.xy = uv.xy * uvMul_0.b; oUV1.zw = uv.xy * uvMul_0.a; texterrain torrent How to get it? texterrain torrent oPos = mul(viewProjMatrix, worldPos); oUVMisc.xy = uv.xy; } *** *** *** Terrain Fragment Program: OgreTerrain/3499275481/sm2/fp/comp *** float4 expand(float4 v) { return v * 2 - 1; } texterrain torrent How to get it for free? texterrain torrent float4 main_fp( float4 vertexPos : POSITION, float4 position : TEXCOORD0, float4 uvMisc : TEXCOORD1, float4 layerUV0 : TEXCOORD2, float4 layerUV1 : TEXCOORD3, uniform float3 ambient, uniform float4 lightPosObjSpace, texterrain torrent How to use it? texterrain torrent uniform float3 lightDiffuseColour, uniform float3 lightSpecularColour, uniform float3 eyePosObjSpace, uniform float4 scaleBiasSpecular, uniform sampler2D globalNormal : register(s0) , uniform sampler2D lightMap : register(s1) , uniform sampler2D blendTex0 : register(s2) , uniform sampler2D difftex0 : register(s3) , uniform sampler2D normtex0 : register(s4) , uniform sampler2D difftex1 : register(s5) texterrain torrent How to dowload it? texterrain torrent , uniform sampler2D normtex1 : register(s6) , uniform sampler2D difftex2 : register(s7) , uniform sampler2D normtex2 : register(s8) ) : COLOR { float4 outputCol; float shadow = 1.0; float2 uv = uvMisc.xy; outputCol = float4(0,0,0,1); float3 normal = expand(tex2D(globalNormal, uv)).rgb; texterrain torrent How to dowload it? texterrain torrent float3 lightDir = lightPosObjSpace.xyz - (position.xyz * lightPosObjSpace.w); float3 eyeDir = eyePosObjSpace - position.xyz; float3 diffuse = float3(0,0,0); float specular = 0; float4 blendTexVal0 = tex2D(blendTex0, uv); float3 tangent = float3(1, 0, 0); float3 binormal = normalize(cross(tangent, normal)); tangent = normalize(cross(normal, binormal)); float3x3 TBN = float3x3(tangent, binormal, normal); texterrain torrent How to get it for free? texterrain torrent float4 litRes, litResLayer; float3 TSlightDir, TSeyeDir, TShalfAngle, TSnormal; float displacement; TSlightDir = normalize(mul(TBN, lightDir)); TSeyeDir = normalize(mul(TBN, eyeDir)); float2 uv0 = layerUV0.xy; TSnormal = expand(tex2D(normtex0, uv0)).rgb; TShalfAngle = normalize(TSlightDir + TSeyeDir); litResLayer = lit(dot(TSlightDir, TSnormal), dot(TShalfAngle, TSnormal), scaleBiasSpecular.z); litRes = litResLayer; texterrain torrent How to dowload it? texterrain torrent float4 diffuseSpecTex0 = tex2D(difftex0, uv0); diffuse = diffuseSpecTex0.rgb; specular = diffuseSpecTex0.a; float2 uv1 = layerUV0.zw; TSnormal = expand(tex2D(normtex1, uv1)).rgb; TShalfAngle = normalize(TSlightDir + TSeyeDir); litResLayer = lit(dot(TSlightDir, TSnormal), dot(TShalfAngle, TSnormal), scaleBiasSpecular.z); litRes = lerp(litRes, litResLayer, blendTexVal0.r); float4 diffuseSpecTex1 = tex2D(difftex1, uv1); diffuse = lerp(diffuse, diffuseSpecTex1.rgb, blendTexVal0.r); texterrain torrent How to get it for free? texterrain torrent specular = lerp(specular, diffuseSpecTex1.a, blendTexVal0.r); float2 uv2 = layerUV1.xy; TSnormal = expand(tex2D(normtex2, uv2)).rgb; TShalfAngle = normalize(TSlightDir + TSeyeDir); litResLayer = lit(dot(TSlightDir, TSnormal), dot(TShalfAngle, TSnormal), scaleBiasSpecular.z); litRes = lerp(litRes, litResLayer, blendTexVal0.g); float4 diffuseSpecTex2 = tex2D(difftex2, uv2); diffuse = lerp(diffuse, diffuseSpecTex2.rgb, blendTexVal0.g); specular = lerp(specular, diffuseSpecTex2.a, blendTexVal0.g); shadow = tex2D(lightMap, uv).r; texterrain torrent How to dowload it? texterrain torrent outputCol.rgb += ambient.rgb * diffuse + litRes.y * lightDiffuseColour * diffuse * shadow; outputCol.a = shadow; return outputCol; } *** *** Creating viewport on target 'rtt/346282960/0/SceneManagerInstance2/compRTT', rendering from camera 'cam', relative dimensions 8192L: 0 T: 0 W: 1 H: 1 ZOrder: 0 Viewport for camera 'cam', actual dimensions 8192L: 0 T: 0 W: 1024 H: 1024 DefaultWorkQueueBase('Root') - QUEUED(thread:3024): ID=4 channel=3 requestType=2 DefaultWorkQueueBase('Root') - PROCESS_REQUEST_START(3024): ID=4 channel=3 requestType=2 texterrain torrent How to dowload it? texterrain torrent DefaultWorkQueueBase('Root') - PROCESS_REQUEST_END(3024): ID=4 channel=3 requestType=2 processed=1 DefaultWorkQueueBase('Root') - PROCESS_RESPONSE_START(thread:3024): ID=4 success=1 messages=[] channel=3 requestType=2 *** Terrain Vertex Program: OgreTerrain/3499275481/sm2/vp/hlod *** void main_vp( float2 posIndex : POSITION, float height : TEXCOORD0, float2 delta : TEXCOORD1, uniform float4x4 worldMatrix, uniform float4x4 viewProjMatrix, uniform float2 lodMorph, texterrain torrent How to get it for free? texterrain torrent uniform float4x4 posIndexToObjectSpace, uniform float baseUVScale, uniform float4 uvMul_0, out float4 oPos : POSITION, out float4 oPosObj : TEXCOORD0 , out float4 oUVMisc : TEXCOORD1 // xy = uv, z = camDepth , out float4 oUV0 : TEXCOORD2 , out float4 oUV1 : TEXCOORD3 , uniform float4 fogParams , out float fogVal : COLOR texterrain torrent How to use it? texterrain torrent ) { float4 pos; pos = mul(posIndexToObjectSpace, float4(posIndex, height, 1)); float2 uv = float2(posIndex.x * baseUVScale, 1.0 - (posIndex.y * baseUVScale)); float4 worldPos = mul(worldMatrix, pos); oPosObj = pos; float toMorph = -min(0, sign(delta.y - lodMorph.y)); worldPos.y += delta.x * toMorph * lodMorph.x; oUV0.xy = uv.xy * uvMul_0.r; texterrain torrent How to dowload it? texterrain torrent oUV0.zw = uv.xy * uvMul_0.g; oUV1.xy = uv.xy * uvMul_0.b; oUV1.zw = uv.xy * uvMul_0.a; oPos = mul(viewProjMatrix, worldPos); oUVMisc.xy = uv.xy; fogVal = saturate((oPos.z - fogParams.y) * fogParams.w); } *** *** *** Terrain Fragment Program: OgreTerrain/3499275481/sm2/fp/hlod *** texterrain torrent PasteShr texterrain torrent float4 expand(float4 v) { return v * 2 - 1; } float4 main_fp( float4 vertexPos : POSITION, float4 position : TEXCOORD0, float4 uvMisc : TEXCOORD1, texterrain torrent How to use it? texterrain torrent float4 layerUV0 : TEXCOORD2, float4 layerUV1 : TEXCOORD3, uniform float3 fogColour, float fogVal : COLOR, uniform float3 ambient, uniform float4 lightPosObjSpace, uniform float3 lightDiffuseColour, uniform float3 lightSpecularColour, uniform float3 eyePosObjSpace, uniform float4 scaleBiasSpecular, texterrain torrent How to get it for free? texterrain torrent uniform sampler2D globalNormal : register(s0) , uniform sampler2D lightMap : register(s1) , uniform sampler2D blendTex0 : register(s2) , uniform sampler2D difftex0 : register(s3) , uniform sampler2D normtex0 : register(s4) , uniform sampler2D difftex1 : register(s5) , uniform sampler2D normtex1 : register(s6) , uniform sampler2D difftex2 : register(s7) , uniform sampler2D normtex2 : register(s8) ) : COLOR texterrain torrent PasteShr texterrain torrent { float4 outputCol; float shadow = 1.0; float2 uv = uvMisc.xy; outputCol = float4(0,0,0,1); float3 normal = expand(tex2D(globalNormal, uv)).rgb; float3 lightDir = lightPosObjSpace.xyz - (position.xyz * lightPosObjSpace.w); float3 eyeDir = eyePosObjSpace - position.xyz; float3 diffuse = float3(0,0,0); texterrain torrent How to get it for free? texterrain torrent float specular = 0; float4 blendTexVal0 = tex2D(blendTex0, uv); float3 tangent = float3(1, 0, 0); float3 binormal = normalize(cross(tangent, normal)); tangent = normalize(cross(normal, binormal)); float3x3 TBN = float3x3(tangent, binormal, normal); float4 litRes, litResLayer; float3 TSlightDir, TSeyeDir, TShalfAngle, TSnormal; float displacement; TSlightDir = normalize(mul(TBN, lightDir)); texterrain torrent PasteShr texterrain torrent TSeyeDir = normalize(mul(TBN, eyeDir)); float2 uv0 = layerUV0.xy; displacement = tex2D(normtex0, uv0).a * scaleBiasSpecular.x + scaleBiasSpecular.y; uv0 += TSeyeDir.xy * displacement; TSnormal = expand(tex2D(normtex0, uv0)).rgb; TShalfAngle = normalize(TSlightDir + TSeyeDir); litResLayer = lit(dot(TSlightDir, TSnormal), dot(TShalfAngle, TSnormal), scaleBiasSpecular.z); litRes = litResLayer; float4 diffuseSpecTex0 = tex2D(difftex0, uv0); texterrain torrent How to use it? texterrain torrent diffuse = diffuseSpecTex0.rgb; specular = diffuseSpecTex0.a; float2 uv1 = layerUV0.zw; displacement = tex2D(normtex1, uv1).a * scaleBiasSpecular.x + scaleBiasSpecular.y; uv1 += TSeyeDir.xy * displacement; TSnormal = expand(tex2D(normtex1, uv1)).rgb; TShalfAngle = normalize(TSlightDir + TSeyeDir); litResLayer = lit(dot(TSlightDir, TSnormal), dot(TShalfAngle, TSnormal), scaleBiasSpecular.z); litRes = lerp(litRes, litResLayer, blendTexVal0.r); texterrain torrent How to use it? texterrain torrent float4 diffuseSpecTex1 = tex2D(difftex1, uv1); diffuse = lerp(diffuse, diffuseSpecTex1.rgb, blendTexVal0.r); specular = lerp(specular, diffuseSpecTex1.a, blendTexVal0.r); float2 uv2 = layerUV1.xy; displacement = tex2D(normtex2, uv2).a * scaleBiasSpecular.x + scaleBiasSpecular.y; uv2 += TSeyeDir.xy * displacement; TSnormal = expand(tex2D(normtex2, uv2)).rgb; TShalfAngle = normalize(TSlightDir + TSeyeDir); litResLayer = lit(dot(TSlightDir, TSnormal), dot(TShalfAngle, TSnormal), scaleBiasSpecular.z); texterrain torrent PasteShr texterrain torrent litRes = lerp(litRes, litResLayer, blendTexVal0.g); float4 diffuseSpecTex2 = tex2D(difftex2, uv2); diffuse = lerp(diffuse, diffuseSpecTex2.rgb, blendTexVal0.g); specular = lerp(specular, diffuseSpecTex2.a, blendTexVal0.g); shadow = tex2D(lightMap, uv).r; outputCol.rgb += ambient.rgb * diffuse + litRes.y * lightDiffuseColour * diffuse * shadow; outputCol.rgb += litRes.z * lightSpecularColour * specular * shadow; outputCol.rgb = lerp(outputCol.rgb, fogColour, fogVal); return outputCol; } texterrain torrent PasteShr texterrain torrent *** *** *** Terrain Vertex Program: OgreTerrain/3499275481/sm2/vp/llod *** void main_vp( float2 posIndex : POSITION, float height : TEXCOORD0, float2 delta : TEXCOORD1, uniform float4x4 worldMatrix, uniform float4x4 viewProjMatrix, uniform float2 lodMorph, texterrain torrent How to use it? texterrain torrent uniform float4x4 posIndexToObjectSpace, uniform float baseUVScale, uniform float4 uvMul_0, out float4 oPos : POSITION, out float4 oPosObj : TEXCOORD0 , out float4 oUVMisc : TEXCOORD1 // xy = uv, z = camDepth , uniform float4 fogParams , out float fogVal : COLOR ) { texterrain torrent How to get it for free? texterrain torrent float4 pos; pos = mul(posIndexToObjectSpace, float4(posIndex, height, 1)); float2 uv = float2(posIndex.x * baseUVScale, 1.0 - (posIndex.y * baseUVScale)); float4 worldPos = mul(worldMatrix, pos); oPosObj = pos; float toMorph = -min(0, sign(delta.y - lodMorph.y)); worldPos.y += delta.x * toMorph * lodMorph.x; oPos = mul(viewProjMatrix, worldPos); oUVMisc.xy = uv.xy; fogVal = saturate((oPos.z - fogParams.y) * fogParams.w); texterrain torrent How to get it? texterrain torrent } *** *** *** Terrain Fragment Program: OgreTerrain/3499275481/sm2/fp/llod *** float4 expand(float4 v) { return v * 2 - 1; } texterrain torrent PasteShr texterrain torrent float4 main_fp( float4 vertexPos : POSITION, float4 position : TEXCOORD0, float4 uvMisc : TEXCOORD1, uniform float3 fogColour, float fogVal : COLOR, uniform float3 ambient, uniform float4 lightPosObjSpace, uniform float3 lightDiffuseColour, uniform float3 lightSpecularColour, texterrain torrent How to get it for free? texterrain torrent uniform float3 eyePosObjSpace, uniform float4 scaleBiasSpecular, uniform sampler2D compositeMap : register(s0) ) : COLOR { float4 outputCol; float shadow = 1.0; float2 uv = uvMisc.xy; outputCol = float4(0,0,0,1); float3 lightDir = texterrain torrent How to get it for free? texterrain torrent lightPosObjSpace.xyz - (position.xyz * lightPosObjSpace.w); float3 eyeDir = eyePosObjSpace - position.xyz; float3 diffuse = float3(0,0,0); float specular = 0; float4 composite = tex2D(compositeMap, uv); diffuse = composite.rgb; outputCol.rgb = diffuse; outputCol.rgb = lerp(outputCol.rgb, fogColour, fogVal); return outputCol; } texterrain torrent How to dowload it? texterrain torrent *** *** DefaultWorkQueueBase('Root') - QUEUED(thread:3024): ID=5 channel=3 requestType=2 DefaultWorkQueueBase('Root') - PROCESS_REQUEST_START(3024): ID=5 channel=3 requestType=2 DefaultWorkQueueBase('Root') - PROCESS_REQUEST_END(3024): ID=5 channel=3 requestType=2 processed=1 DefaultWorkQueueBase('Root') - PROCESS_RESPONSE_START(thread:3024): ID=5 success=1 messages=[] channel=3 requestType=2 DefaultWorkQueueBase('Root') - QUEUED(thread:3024): ID=6 channel=3 requestType=2 DefaultWorkQueueBase('Root') - PROCESS_RESPONSE_END(thread:3024): ID=5 success=1 messages=[] channel=3 requestType=2 DefaultWorkQueueBase('Root') - PROCESS_RESPONSE_END(thread:3024): ID=4 success=1 messages=[] channel=3 requestType=2 DefaultWorkQueueBase('Root') - PROCESS_RESPONSE_END(thread:3024): ID=1 success=1 messages=[] channel=2 requestType=1 texterrain torrent PasteShr texterrain torrent DefaultWorkQueueBase('Root') - PROCESS_REQUEST_START(2e6c): ID=3 channel=3 requestType=1 DefaultWorkQueueBase('Root') - PROCESS_REQUEST_START(2a30): ID=6 channel=3 requestType=2 DefaultWorkQueueBase('Root') - PROCESS_REQUEST_END(2a30): ID=6 channel=3 requestType=2 processed=1 DefaultWorkQueueBase('Root') - PROCESS_REQUEST_END(2e6c): ID=3 channel=3 requestType=1 processed=1 Mesh: Loading tudorhouse.mesh. Texture: fw12b.jpg: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_A8B8G8R8,1024x1024x1. Texture: cloudy_noon_fr.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_A8B8G8R8,512x512x1. Texture: cloudy_noon_bk.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_A8B8G8R8,512x512x1. Texture: cloudy_noon_lf.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_A8B8G8R8,512x512x1. Texture: cloudy_noon_rt.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_A8B8G8R8,512x512x1. texterrain torrent How to get it? texterrain torrent Texture: cloudy_noon_up.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_A8B8G8R8,512x512x1. Texture: cloudy_noon_dn.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_A8B8G8R8,512x512x1. DefaultWorkQueueBase('Root') - PROCESS_RESPONSE_START(thread:3024): ID=6 success=1 messages=[] channel=3 requestType=2 *** Terrain Vertex Program: OgreTerrain/3499275481/sm2/vp/comp *** void main_vp( float4 pos : POSITION, float2 uv : TEXCOORD0, uniform float4x4 worldMatrix, uniform float4x4 viewProjMatrix, uniform float2 lodMorph, texterrain torrent How to get it for free? texterrain torrent uniform float4 uvMul_0, out float4 oPos : POSITION, out float4 oPosObj : TEXCOORD0 , out float4 oUVMisc : TEXCOORD1 // xy = uv, z = camDepth , out float4 oUV0 : TEXCOORD2 , out float4 oUV1 : TEXCOORD3 ) { float4 worldPos = mul(worldMatrix, pos); oPosObj = pos; texterrain torrent How to dowload it? texterrain torrent oUV0.xy = uv.xy * uvMul_0.r; oUV0.zw = uv.xy * uvMul_0.g; oUV1.xy = uv.xy * uvMul_0.b; oUV1.zw = uv.xy * uvMul_0.a; oPos = mul(viewProjMatrix, worldPos); oUVMisc.xy = uv.xy; } *** *** *** Terrain Fragment Program: OgreTerrain/3499275481/sm2/fp/comp *** texterrain torrent How to get it? texterrain torrent float4 expand(float4 v) { return v * 2 - 1; } float4 main_fp( float4 vertexPos : POSITION, float4 position : TEXCOORD0, float4 uvMisc : TEXCOORD1, texterrain torrent How to dowload it? texterrain torrent float4 layerUV0 : TEXCOORD2, float4 layerUV1 : TEXCOORD3, uniform float3 ambient, uniform float4 lightPosObjSpace, uniform float3 lightDiffuseColour, uniform float3 lightSpecularColour, uniform float3 eyePosObjSpace, uniform float4 scaleBiasSpecular, uniform sampler2D globalNormal : register(s0) , uniform sampler2D lightMap : register(s1) texterrain torrent How to get it? texterrain torrent , uniform sampler2D blendTex0 : register(s2) , uniform sampler2D difftex0 : register(s3) , uniform sampler2D normtex0 : register(s4) , uniform sampler2D difftex1 : register(s5) , uniform sampler2D normtex1 : register(s6) , uniform sampler2D difftex2 : register(s7) , uniform sampler2D normtex2 : register(s8) ) : COLOR { float4 outputCol; texterrain torrent How to dowload it? texterrain torrent float shadow = 1.0; float2 uv = uvMisc.xy; outputCol = float4(0,0,0,1); float3 normal = expand(tex2D(globalNormal, uv)).rgb; float3 lightDir = lightPosObjSpace.xyz - (position.xyz * lightPosObjSpace.w); float3 eyeDir = eyePosObjSpace - position.xyz; float3 diffuse = float3(0,0,0); float specular = 0; float4 blendTexVal0 = tex2D(blendTex0, uv); texterrain torrent How to get it for free? texterrain torrent float3 tangent = float3(1, 0, 0); float3 binormal = normalize(cross(tangent, normal)); tangent = normalize(cross(normal, binormal)); float3x3 TBN = float3x3(tangent, binormal, normal); float4 litRes, litResLayer; float3 TSlightDir, TSeyeDir, TShalfAngle, TSnormal; float displacement; TSlightDir = normalize(mul(TBN, lightDir)); TSeyeDir = normalize(mul(TBN, eyeDir)); float2 uv0 = layerUV0.xy; texterrain torrent How to dowload it? texterrain torrent TSnormal = expand(tex2D(normtex0, uv0)).rgb; TShalfAngle = normalize(TSlightDir + TSeyeDir); litResLayer = lit(dot(TSlightDir, TSnormal), dot(TShalfAngle, TSnormal), scaleBiasSpecular.z); litRes = litResLayer; float4 diffuseSpecTex0 = tex2D(difftex0, uv0); diffuse = diffuseSpecTex0.rgb; specular = diffuseSpecTex0.a; float2 uv1 = layerUV0.zw; TSnormal = expand(tex2D(normtex1, uv1)).rgb; TShalfAngle = normalize(TSlightDir + TSeyeDir); texterrain torrent How to dowload it? texterrain torrent litResLayer = lit(dot(TSlightDir, TSnormal), dot(TShalfAngle, TSnormal), scaleBiasSpecular.z); litRes = lerp(litRes, litResLayer, blendTexVal0.r); float4 diffuseSpecTex1 = tex2D(difftex1, uv1); diffuse = lerp(diffuse, diffuseSpecTex1.rgb, blendTexVal0.r); specular = lerp(specular, diffuseSpecTex1.a, blendTexVal0.r); float2 uv2 = layerUV1.xy; TSnormal = expand(tex2D(normtex2, uv2)).rgb; TShalfAngle = normalize(TSlightDir + TSeyeDir); litResLayer = lit(dot(TSlightDir, TSnormal), dot(TShalfAngle, TSnormal), scaleBiasSpecular.z); litRes = lerp(litRes, litResLayer, blendTexVal0.g); texterrain torrent How to get it? texterrain torrent float4 diffuseSpecTex2 = tex2D(difftex2, uv2); diffuse = lerp(diffuse, diffuseSpecTex2.rgb, blendTexVal0.g); specular = lerp(specular, diffuseSpecTex2.a, blendTexVal0.g); shadow = tex2D(lightMap, uv).r; outputCol.rgb += ambient.rgb * diffuse + litRes.y * lightDiffuseColour * diffuse * shadow; outputCol.a = shadow; return outputCol; } *** *** texterrain torrent PasteShr texterrain torrent DefaultWorkQueueBase('Root') - PROCESS_RESPONSE_END(thread:3024): ID=6 success=1 messages=[] channel=3 requestType=2 DefaultWorkQueueBase('Root') - PROCESS_RESPONSE_START(thread:3024): ID=3 success=1 messages=[] channel=3 requestType=1 DefaultWorkQueueBase('Root') - QUEUED(thread:3024): ID=7 channel=3 requestType=1 DefaultWorkQueueBase('Root') - PROCESS_RESPONSE_END(thread:3024): ID=3 success=1 messages=[] channel=3 requestType=1 DefaultWorkQueueBase('Root') - PROCESS_REQUEST_START(2e6c): ID=7 channel=3 requestType=1 DefaultWorkQueueBase('Root') - PROCESS_REQUEST_END(2e6c): ID=7 channel=3 requestType=1 processed=1 DefaultWorkQueueBase('Root') - PROCESS_RESPONSE_START(thread:3024): ID=7 success=1 messages=[] channel=3 requestType=1 DefaultWorkQueueBase('Root') - PROCESS_RESPONSE_END(thread:3024): ID=7 success=1 messages=[] channel=3 requestType=1 First-chance exception at 0x000007FEFD659E5D in SampleBrowser_d.exe: Microsoft C++ exception: Ogre::ItemIdentityException at memory location 0x0000000000A5E3B0. First-chance exception at 0x000007FEFD659E5D in SampleBrowser_d.exe: Microsoft C++ exception: Ogre::ItemIdentityException at memory location 0x0000000000A5E3B0. texterrain torrent How to use it? texterrain torrent The thread 0x2c64 has exited with code 0 (0x0). The thread 0x32d4 has exited with code 0 (0x0). The thread 0x25e8 has exited with code 0 (0x0). Writing shader cache to C:\Users\CDS2012\Documents\Ogre\Ghadamon\cache_d.bin Render Target 'rtt/346282960/0/SceneManagerInstance2/compRTT' Average FPS: 0.479331 Best FPS: 0.938967 Worst FPS: 0.0196951 The thread 0x1dc4 has exited with code 0 (0x0). Texture: fw12b.jpg: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_A8B8G8R8,1024x1024x1. Texture: egyptrockyfull.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_A8B8G8R8,512x512x1. Texture: rockwall.tga: Loading 1 faces(PF_R8G8B8,256x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8B8G8R8,256x256x1. texterrain torrent How to get it? texterrain torrent Texture: ogrelogo.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_A8B8G8R8,1024x1024x1. Texture: Panels_Diffuse.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_A8B8G8R8,512x512x1. Texture: sdk_button_down.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x32x1. Texture: sdk_button_over.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x32x1. Texture: thumb_volumecsg.png: Loading 1 faces(PF_R8G8B8,128x128x1) with 5 generated mipmaps from Image. Internal format is PF_A8B8G8R8,128x128x1. Texture: thumb_volumeterrain.png: Loading 1 faces(PF_R8G8B8,128x128x1) with 5 generated mipmaps from Image. Internal format is PF_A8B8G8R8,128x128x1. Texture: thumb_voltex.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. Texture: thumb_water.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1. texterrain torrent