[2024] | 1 | ///Sprite frograms
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| 2 | vertex_program GTP/Particles/SpriteVS hlsl
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| 3 | {
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| 4 | source GTP_Sprite.hlsl
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| 5 | entry_point Sprite_VS
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| 6 | target vs_2_0
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| 7 | }
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| 8 |
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| 9 | fragment_program GTP/Particles/SpritePS hlsl
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| 10 | {
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| 11 | source GTP_Sprite.hlsl
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| 12 | entry_point Sprite_PS
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| 13 | target ps_2_0
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| 14 | }
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| 15 |
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| 16 |
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| 17 | ///spherical billboard sprite programs
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| 18 | vertex_program GTP/Particles/SB_Sprite_VS hlsl
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| 19 | {
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| 20 | source GTP_Sprite.hlsl
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| 21 | entry_point SBB_Sprite_VS
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| 22 | target vs_2_0
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| 23 | }
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| 24 |
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| 25 | fragment_program GTP/Particles/SB_Sprite_PS hlsl
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| 26 | {
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| 27 | source GTP_Sprite.hlsl
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| 28 | entry_point SBB_Sprite_PS
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| 29 | target ps_2_0
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| 30 | }
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| 31 |
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[2425] | 32 | ///spherical billboard sprite programs
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| 33 | vertex_program GTP/Particles/SBB_Illum_VS hlsl
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| 34 | {
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| 35 | source GTP_Sprite.hlsl
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| 36 | entry_point SBB_Sprite_Illum_VS
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| 37 | target vs_2_0
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| 38 | }
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[2024] | 39 |
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[2425] | 40 | fragment_program GTP/Particles/SBB_Illum_PS hlsl
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| 41 | {
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| 42 | source GTP_Sprite.hlsl
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| 43 | entry_point SBB_Sprite_Illum_PS
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| 44 | target ps_3_0
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| 45 | }
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| 46 |
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| 47 |
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[2024] | 48 | ///hierarchical particle system programs
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| 49 |
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| 50 | ///small system render
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| 51 | vertex_program GTP/HPS/Small_VS hlsl
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| 52 | {
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| 53 | source GTP_HPS.hlsl
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| 54 | entry_point GTP_HPS_Small_VS
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| 55 | target vs_2_0
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| 56 | }
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| 57 |
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| 58 | fragment_program GTP/HPS/Small_PS hlsl
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| 59 | {
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| 60 | source GTP_HPS.hlsl
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| 61 | entry_point GTP_HPS_Small_PS
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| 62 | target ps_2_0
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| 63 | }
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| 64 |
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| 65 |
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| 66 | ///large system render default
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| 67 | vertex_program GTP/HPS/Large_VS hlsl
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| 68 | {
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| 69 | source GTP_HPS.hlsl
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| 70 | entry_point HPS_Large_VS
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| 71 | target vs_2_0
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| 72 | }
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| 73 |
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| 74 | fragment_program GTP/HPS/Large_PS hlsl
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| 75 | {
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| 76 | source GTP_HPS.hlsl
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| 77 | entry_point HPS_Large_PS
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| 78 | target ps_2_0
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| 79 | }
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| 80 |
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| 81 |
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| 82 | ///large system render with depth computation
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| 83 | vertex_program GTP/HPS/Large_Depth_VS hlsl
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| 84 | {
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| 85 | source GTP_HPS.hlsl
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| 86 | entry_point HPS_Large_Depth_VS
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| 87 | target vs_2_0
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| 88 | }
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| 89 |
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| 90 | fragment_program GTP/HPS/Large_Depth_PS hlsl
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| 91 | {
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| 92 | source GTP_HPS.hlsl
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| 93 | entry_point HPS_Large_Depth_PS
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| 94 | target ps_2_0
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| 95 | }
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| 96 |
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| 97 |
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| 98 | ///illumination volume render
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| 99 | vertex_program GTP/HPS/IllumVolume_VS hlsl
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| 100 | {
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| 101 | source GTP_HPS.hlsl
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| 102 | entry_point HPS_IllumVolume_VS
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| 103 | target vs_2_0
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| 104 | }
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| 105 |
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| 106 | fragment_program GTP/HPS/IllumVolume_PS hlsl
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| 107 | {
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| 108 | source GTP_HPS.hlsl
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| 109 | entry_point HPS_IllumVolume_PS
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| 110 | target ps_2_0
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| 111 | }
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| 112 |
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| 113 |
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| 114 | ///large system render with depth computation and illuminaltion volume shading
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| 115 | vertex_program GTP/HPS/Large_Depth_Illum_VS hlsl
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| 116 | {
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| 117 | source GTP_HPS.hlsl
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| 118 | entry_point HPS_Large_Depth_Illum_VS
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| 119 | target vs_2_0
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| 120 | }
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| 121 |
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| 122 | fragment_program GTP/HPS/Large_Depth_Illum_PS hlsl
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| 123 | {
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| 124 | source GTP_HPS.hlsl
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| 125 | entry_point HPS_Large_Depth_Illum_PS
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| 126 | target ps_2_0
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[2328] | 127 | }
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| 128 |
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