1 | vertex_program FPSArmSkinning_VP cg
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2 | {
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3 | source SkinningVS.cg
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4 | entry_point FPSArmSkinning_VP
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5 | profiles vs_2_0
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6 | includes_skeletal_animation true
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7 | }
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8 |
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9 | vertex_program FPSArmSkinning_SMGen_VP cg
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10 | {
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11 | source SkinningVS.cg
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12 | entry_point FPSArmSkinning_SMGen_VP
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13 | profiles vs_2_0
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14 | includes_skeletal_animation true
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15 | }
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16 |
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17 | fragment_program FPSArm_PS hlsl
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18 | {
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19 | source FPSArm_PS.hlsl
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20 | entry_point FPSArm_PS
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21 | target ps_3_0
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22 | }
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23 |
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24 | material FPSArmShadowMapGen_POINT
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25 | {
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26 | technique
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27 | {
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28 | pass
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29 | {
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30 | vertex_program_ref FPSArmSkinning_SMGen_VP
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31 | {
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32 | param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4
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33 | param_named_auto viewProjectionMatrix viewproj_matrix
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34 | param_named_auto viewMatrix view_matrix
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35 | }
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36 | fragment_program_ref GTP/Basic/CDistNorm_PS
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37 | {
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38 | param_named_auto farPlane far_clip_distance
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39 | }
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40 | }
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41 | }
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42 | }
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43 |
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44 | material FPSArmCameraDepth
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45 | {
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46 | technique
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47 | {
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48 | pass
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49 | {
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50 | vertex_program_ref FPSArmSkinning_SMGen_VP
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51 | {
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52 | param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4
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53 | param_named_auto viewProjectionMatrix viewproj_matrix
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54 | param_named_auto viewMatrix view_matrix
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55 | }
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56 | fragment_program_ref GTP/Basic/CDepth_PS
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57 | {
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58 | param_named_auto farplane far_clip_distance
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59 | }
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60 | }
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61 | }
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62 | }
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63 |
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64 | material phong3
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65 | {
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66 | technique maintechnique
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67 | {
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68 | pass mainpass
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69 | {
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70 | cull_hardware none
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71 | IllumTechniques
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72 | {
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73 | RenderTechnique Triggers
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74 | {
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75 | ILLUM_TRIGGER_SM_POINT FPSArmShadowMapGen_POINT
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76 | ILLUM_TRIGGER_CAMERADEPTH FPSArmCameraDepth
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77 | }
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78 | }
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79 | vertex_program_ref FPSArmSkinning_VP
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80 | {
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81 | param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4
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82 | param_named_auto viewProjectionMatrix viewproj_matrix
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83 | param_named_auto lightPos1 light_position 0
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84 | param_named_auto lightPos2 light_position 1
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85 | param_named_auto cameraPos camera_position
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86 | }
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87 | fragment_program_ref FPSArm_PS
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88 | {
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89 | param_named_auto lightRange1 light_attenuation 0
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90 | param_named_auto lightPower1 light_power 0
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91 | param_named_auto lightColor1 light_diffuse_colour 0
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92 | param_named_auto lightRange2 light_attenuation 1
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93 | param_named_auto lightPower2 light_power 1
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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 albedo float 0.4
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97 | param_named specularColor float4 0 0 0 0
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98 | }
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99 | texture_unit basetexture
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100 | {
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101 | texture FPSArmColor2.png
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102 | }
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103 | texture_unit bumptexture
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104 | {
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105 | texture FPSArmNormal.png
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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 | vertex_program GTP/MoriaDemo/Sword_VS hlsl
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113 | {
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114 | source sword.hlsl
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115 | entry_point Sword_VS
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116 | target vs_2_0
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117 | }
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118 |
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119 | fragment_program GTP/MoriaDemo/Sword_Metal_PS hlsl
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120 | {
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121 | source sword.hlsl
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122 | entry_point Sword_Metal_PS
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123 | target ps_3_0
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124 | }
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125 | fragment_program GTP/MoriaDemo/Sword_Handle_PS hlsl
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126 | {
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127 | source sword.hlsl
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128 | entry_point Sword_Handle_PS
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129 | target ps_3_0
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130 | }
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131 |
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132 | material swordHandle
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133 | {
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134 | technique
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135 | {
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136 | pass
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137 | {
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138 | IllumTechniques
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139 | {
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140 | // RenderTechnique DepthShadowReceiver
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141 | // {
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142 | // max_light_count 1
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143 | // set_light_viewproj false
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144 | // set_light_view true
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145 | // set_light_farplane true
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146 | // light_view_param_name LightView
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147 | // light_farplane_param_name lightFarPlane
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148 | // new_passes false
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149 | // start_tex_id 1
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150 | // }
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151 | }
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152 | cull_hardware none
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153 | vertex_program_ref GTP/MoriaDemo/Sword_VS
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154 | {
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155 | param_named_auto WorldViewProj worldviewproj_matrix
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156 | param_named_auto World world_matrix
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157 | param_named_auto WorldI inverse_world_matrix
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158 | param_named_auto wCamPos camera_position
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159 | }
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160 | fragment_program_ref GTP/MoriaDemo/Sword_Handle_PS
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161 | {
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162 | param_named_auto wLightPos1 light_position 0
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163 | // param_named_auto wLightPos2 light_position 1
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164 | param_named_auto lightRange1 light_attenuation 0
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165 | // param_named_auto lightRange2 light_attenuation 1
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166 | param_named_auto lightPower1 light_power 0
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167 | // param_named_auto lightPower2 light_power 1
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168 | param_named_auto lightColor1 light_diffuse_colour 0
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169 | // param_named_auto lightColor2 light_diffuse_colour 1
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170 | param_named specularity float 100
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171 | param_named specularColor float4 0.05 0.05 0.05 0.05
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172 | }
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173 | texture_unit
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174 | {
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175 | texture swordColor.dds
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176 | }
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177 | texture_unit
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178 | {
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179 | }
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180 | texture_unit
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181 | {
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182 | }
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183 | }
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184 | }
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185 | }
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186 |
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187 | material swordMetal
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188 | {
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189 | technique maintechnique
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190 | {
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191 | pass mainpass
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192 | {
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193 | IllumTechniques
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194 | {
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195 | RenderTechnique ColorCubeMap
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196 | {
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197 | update_interval 1
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198 | update_all_face true
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199 | distance_calc false
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200 | face_angle_calc false
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201 | }
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202 | }
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203 | vertex_program_ref GTP/Basic/ShadedTex_VS
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204 | {
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205 | param_named_auto WorldViewProj worldviewproj_matrix
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206 | param_named_auto World world_matrix
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207 | param_named_auto WorldInv inverse_world_matrix
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208 | }
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209 | fragment_program_ref GTP/MoriaDemo/Sword_Metal_PS
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210 | {
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211 | param_named_auto wCamPos camera_position
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212 | }
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213 | //Cube map for reflections and refractions
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214 | texture_unit
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215 | {
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216 |
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217 | }
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218 | texture_unit
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219 | {
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220 | texture swordColor.dds
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221 | }
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222 | }
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223 | }
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224 | }
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225 |
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226 |
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