1material spine 2{ 3 // Hardware skinning technique - no fragment program 4 technique 5 { 6 pass 7 { 8 diffuse 1 1 1 9 texture_unit 10 { 11 texture circuit.dds 12 } 13 14 vertex_program_ref Ogre/HardwareSkinningTwoWeights 15 { 16 17 } 18 19 // alternate shadow caster program 20 shadow_caster_vertex_program_ref Ogre/HardwareSkinningTwoWeightsShadowCaster 21 { 22 param_named_auto worldMatrix3x4Array world_matrix_array_3x4 23 param_named_auto viewProjectionMatrix viewproj_matrix 24 param_named_auto ambient ambient_light_colour 25 } 26 } 27 } 28} 29 30material spineDualQuat 31{ 32 // Hardware skinning technique 33 technique 34 { 35 pass 36 { 37 diffuse 1 1 1 38 texture_unit 39 { 40 texture circuit.dds 41 } 42 43 vertex_program_ref Ogre/DualQuaternionHardwareSkinningTwoWeightsTwoPhase 44 { 45 } 46 47 shadow_caster_vertex_program_ref Ogre/DualQuaternionHardwareSkinningTwoWeightsTwoPhaseShadowCaster 48 { 49 } 50 } 51 } 52} 53