vertex_program diffuseTextureScreenAligned_VP20 cg { source diffuseTextureScreenAligned_VP20.cg entry_point main_vp profiles arbvp1 vs_2_0 } fragment_program diffuseTextureScreenAligned_FP20 cg { source diffuseTextureScreenAligned_FP20.cg entry_point main_fp profiles ps_2_0 arbfp1 } fragment_program indirectTexturingDebugEntityPosition_FP20 cg { source indirectTexturingDebugEntityPosition_FP20.cg entry_point main_fp profiles ps_2_0 arbfp1 } fragment_program indirectTexturingDebugTextureAtlasFitting_FP20 cg { source indirectTexturingDebugTextureAtlasFitting_FP20.cg entry_point main_fp profiles ps_2_0 arbfp1 } vertex_program diffuseTexturing_VP20 cg { source diffuseTexturing_VP20.cg entry_point main_vp profiles arbvp1 vs_2_0 } fragment_program diffuseTexturing_FP20 cg { source diffuseTexturing_FP20.cg entry_point main_fp profiles ps_2_0 arbfp1 } fragment_program indirectTexturingPointBasedGeneration_FP20 cg { source indirectTexturingPointBasedGeneration_FP20.cg entry_point main profiles ps_2_0 arbfp1 } vertex_program indirectTexturingDefault_VP20 cg { source indirectTexturingDefault_VP20.cg entry_point main_vp profiles vs_2_0 arbvp1 } fragment_program indirectTexturingDefault_FP20 cg { source indirectTexturingDefault_FP20.cg entry_point main_fp profiles ps_2_0 arbfp1 } vertex_program indirectTexturingDefault_hlsl_VP20 hlsl { source indirectTexturingDefault_hlsl_VP20.shd entry_point main_vp target vs_2_0 } fragment_program indirectTexturingDefault_hlsl_FP20 hlsl { source indirectTexturingDefault_hlsl_FP20.shd entry_point main_fp target ps_2_0 } vertex_program indirectTexturingLighting_hlsl_VP20 hlsl { source indirectTexturingLighting_hlsl_VP20.shd entry_point main_vp target vs_2_0 } fragment_program indirectTexturingLighting_hlsl_FP20 hlsl { source indirectTexturingLighting_hlsl_FP20.shd entry_point main_fp target ps_2_0 } fragment_program indirectTexturingDebugTexCoordCorrespondence_FP20 cg { source indirectTexturingDebugTexCoordCorrespondence_FP20.cg entry_point main_fp profiles ps_2_0 arbfp1 } vertex_program indirectTexturingDefault_glsl_VP20 glsl { source indirectTexturingDefault_glsl_VP20.shd } fragment_program indirectTexturingDefault_glsl_FP20 glsl { source indirectTexturingDefault_glsl_FP20.shd } vertex_program LightingWithIndirectTexturingVP cg { source v_lighting_indirect_texture_mapping.cg entry_point main profiles arbvp1 vs_2_0 default_params { param_named_auto p_ModelView worldview_matrix param_named_auto p_Model world_matrix param_named_auto p_InverseModelView inverse_worldview_matrix param_named_auto p_ModelViewProjection worldviewproj_matrix param_named_auto p_LightPosition light_position_object_space 0 } } fragment_program LightingWithIndirectTexturingFP cg { source f_lighting_indirect_texture_mapping.cg entry_point main profiles arbfp1 ps_2_0 default_params { param_named_auto p_LightDiffuse light_diffuse_colour 0 param_named_auto p_LightSpecular light_specular_colour 0 param_named_auto p_LightPower light_power 0 param_named_auto p_ShadowColor ambient_light_colour param_named p_Diffuse float4 1.0 1.0 1.0 1.0 param_named p_Specular float4 0.1 0.1 0.1 16 param_named sourceTextureSize float 16.0 param_named sqrtNumSamples float 4.0 param_named epsilonX float -0.35 param_named epsilonY float -0.06 } }