1 | material phong3
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2 | {
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3 | technique maintechnique
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4 | {
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5 | pass mainpass
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6 | {
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7 | depth_write on
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8 | cull_hardware none
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9 |
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10 | vertex_program_ref GTP/Basic/ShadedTex_VS
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11 | {
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12 | param_named_auto WorldViewProj worldviewproj_matrix
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13 | param_named_auto World world_matrix
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14 | param_named_auto WorldInv inverse_world_matrix
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15 | }
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16 | fragment_program_ref GTP/Basic/Shaded/TexturedTwoLights_PS
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17 | {
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18 | param_named_auto lightPos1 light_position 0
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19 | param_named_auto lightDir1 light_direction 0
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20 | param_named_auto lightColor1 light_diffuse_colour 0
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21 | param_named_auto lightPower1 light_power 0
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22 |
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23 | param_named_auto lightPos2 light_position 1
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24 | param_named_auto lightDir2 light_direction 1
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25 | param_named_auto lightColor2 light_diffuse_colour 1
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26 | param_named_auto lightPower2 light_power 1
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27 | }
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28 |
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29 | texture_unit basetexture
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30 | {
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31 | texture colortex.png
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32 | }
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33 | }
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34 | }
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35 | }
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36 |
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37 | vertex_program GTP/MoriaDemo/Sword_VS hlsl
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38 | {
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39 | source sword.hlsl
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40 | entry_point Sword_VS
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41 | target vs_2_0
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42 | }
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43 |
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44 | fragment_program GTP/MoriaDemo/Sword_Metal_PS hlsl
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45 | {
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46 | source sword.hlsl
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47 | entry_point Sword_Metal_PS
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48 | target ps_3_0
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49 | }
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50 | fragment_program GTP/MoriaDemo/Sword_Handle_PS hlsl
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51 | {
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52 | source sword.hlsl
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53 | entry_point Sword_Handle_PS
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54 | target ps_3_0
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55 | }
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56 |
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57 | material swordHandle
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58 | {
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59 | technique
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60 | {
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61 | pass
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62 | {
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63 | IllumTechniques
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64 | {
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65 | // RenderTechnique DepthShadowReceiver
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66 | // {
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67 | // max_light_count 1
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68 | // set_light_viewproj false
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69 | // set_light_view true
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70 | // set_light_farplane true
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71 | // light_view_param_name LightView
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72 | // light_farplane_param_name lightFarPlane
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73 | // new_passes false
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74 | // start_tex_id 1
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75 | // }
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76 | }
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77 | cull_hardware none
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78 | vertex_program_ref GTP/MoriaDemo/Sword_VS
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79 | {
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80 | param_named_auto WorldViewProj worldviewproj_matrix
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81 | param_named_auto World world_matrix
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82 | param_named_auto WorldI inverse_world_matrix
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83 | param_named_auto wCamPos camera_position
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84 | }
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85 | fragment_program_ref GTP/MoriaDemo/Sword_Handle_PS
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86 | {
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87 | param_named_auto wLightPos1 light_position 0
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88 | // param_named_auto wLightPos2 light_position 1
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89 | param_named_auto lightRange1 light_attenuation 0
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90 | // param_named_auto lightRange2 light_attenuation 1
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91 | param_named_auto lightPower1 light_power 0
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92 | // param_named_auto lightPower2 light_power 1
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93 | param_named_auto lightColor1 light_diffuse_colour 0
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94 | // param_named_auto lightColor2 light_diffuse_colour 1
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95 | param_named specularity float 100
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96 | param_named specularColor float4 0.05 0.05 0.05 0.05
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97 | }
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98 | texture_unit
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99 | {
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100 | texture swordColor.dds
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101 | }
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102 | texture_unit
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103 | {
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104 | }
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105 | texture_unit
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106 | {
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107 | }
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108 | }
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109 | }
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110 | }
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111 |
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112 | material swordMetal
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113 | {
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114 | technique maintechnique
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115 | {
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116 | pass mainpass
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117 | {
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118 | IllumTechniques
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119 | {
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120 | RenderTechnique ColorCubeMap
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121 | {
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122 | update_interval 1
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123 | update_all_face false
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124 | distance_calc false
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125 | face_angle_calc false
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126 | }
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127 | }
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128 | vertex_program_ref GTP/Basic/ShadedTex_VS
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129 | {
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130 | param_named_auto WorldViewProj worldviewproj_matrix
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131 | param_named_auto World world_matrix
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132 | param_named_auto WorldInv inverse_world_matrix
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133 | }
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134 | fragment_program_ref GTP/MoriaDemo/Sword_Metal_PS
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135 | {
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136 | param_named_auto wCamPos camera_position
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137 | }
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138 | //Cube map for reflections and refractions
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139 | texture_unit
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140 | {
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141 |
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142 | }
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143 | texture_unit
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144 | {
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145 | texture swordColor.dds
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146 | }
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147 | }
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148 | }
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149 | }
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150 |
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151 |
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