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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32 |
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33 | ///hierarchical particle system programs
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34 |
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35 | ///small system render
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36 | vertex_program GTP/HPS/Small_VS hlsl
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37 | {
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38 | source GTP_HPS.hlsl
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39 | entry_point GTP_HPS_Small_VS
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40 | target vs_2_0
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41 | }
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42 |
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43 | fragment_program GTP/HPS/Small_PS hlsl
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44 | {
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45 | source GTP_HPS.hlsl
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46 | entry_point GTP_HPS_Small_PS
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47 | target ps_2_0
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48 | }
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49 |
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50 |
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51 | ///large system render default
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52 | vertex_program GTP/HPS/Large_VS hlsl
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53 | {
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54 | source GTP_HPS.hlsl
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55 | entry_point HPS_Large_VS
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56 | target vs_2_0
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57 | }
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58 |
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59 | fragment_program GTP/HPS/Large_PS hlsl
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60 | {
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61 | source GTP_HPS.hlsl
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62 | entry_point HPS_Large_PS
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63 | target ps_2_0
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64 | }
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65 |
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66 |
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67 | ///large system render with depth computation
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68 | vertex_program GTP/HPS/Large_Depth_VS hlsl
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69 | {
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70 | source GTP_HPS.hlsl
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71 | entry_point HPS_Large_Depth_VS
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72 | target vs_2_0
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73 | }
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74 |
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75 | fragment_program GTP/HPS/Large_Depth_PS hlsl
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76 | {
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77 | source GTP_HPS.hlsl
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78 | entry_point HPS_Large_Depth_PS
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79 | target ps_2_0
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80 | }
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81 |
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82 |
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83 | ///illumination volume render
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84 | vertex_program GTP/HPS/IllumVolume_VS hlsl
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85 | {
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86 | source GTP_HPS.hlsl
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87 | entry_point HPS_IllumVolume_VS
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88 | target vs_2_0
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89 | }
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90 |
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91 | fragment_program GTP/HPS/IllumVolume_PS hlsl
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92 | {
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93 | source GTP_HPS.hlsl
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94 | entry_point HPS_IllumVolume_PS
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95 | target ps_2_0
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96 | }
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97 |
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98 |
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99 | ///large system render with depth computation and illuminaltion volume shading
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100 | vertex_program GTP/HPS/Large_Depth_Illum_VS hlsl
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101 | {
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102 | source GTP_HPS.hlsl
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103 | entry_point HPS_Large_Depth_Illum_VS
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104 | target vs_2_0
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105 | }
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106 |
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107 | fragment_program GTP/HPS/Large_Depth_Illum_PS hlsl
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108 | {
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109 | source GTP_HPS.hlsl
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110 | entry_point HPS_Large_Depth_Illum_PS
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111 | target ps_2_0
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112 | } |
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