[1060] | 1 | material Flare
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| 2 | {
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| 3 | technique
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| 4 | {
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| 5 | pass
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| 6 | {
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| 7 | //cull_hardware none
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| 8 | lighting off
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[1336] | 9 | scene_blend add
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[1060] | 10 | //scene_blend_op add
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| 11 | //scene_blend_op_alpha add
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| 12 | //scene_blend_alpha add
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[1441] | 13 | //depth_check off
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[1060] | 14 | depth_write off
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| 15 |
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[1336] | 16 | texture_unit
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| 17 | {
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| 18 | texture flare.png
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| 19 | }
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[1060] | 20 | }
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| 21 | }
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| 22 | }
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| 23 |
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[1441] | 24 |
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| 25 | material Examples/EveningSkyBox
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| 26 | {
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| 27 | technique
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| 28 | {
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| 29 | pass
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| 30 | {
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| 31 | lighting off
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| 32 | depth_write off
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| 33 |
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| 34 | texture_unit
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| 35 | {
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| 36 | cubic_texture stormy.jpg separateUV
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| 37 | tex_address_mode clamp
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| 38 | }
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| 39 | }
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| 40 | }
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| 41 | }
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| 42 |
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[1683] | 43 | vertex_program TexturedVS hlsl
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| 44 | {
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| 45 | source textured.hlsl
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| 46 | entry_point vs
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| 47 | target vs_2_0
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| 48 | }
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| 49 |
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| 50 | fragment_program TexturedPS hlsl
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| 51 | {
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| 52 | source textured.hlsl
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| 53 | entry_point ps
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| 54 | target ps_3_0
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| 55 | }
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| 56 |
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[777] | 57 | material Examples/MorningSkyBox
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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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[1683] | 63 | vertex_program_ref TexturedVS
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| 64 | {
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| 65 | param_named_auto worldViewProj worldviewproj_matrix
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| 66 | }
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| 67 | fragment_program_ref TexturedPS
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| 68 | {
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| 69 |
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| 70 | }
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[777] | 71 | depth_write off
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| 72 |
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| 73 | texture_unit
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| 74 | {
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[1683] | 75 | cubic_texture Forest.dds separateUV
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| 76 | //cubic_texture morning.jpg separateUV
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[777] | 77 | tex_address_mode clamp
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| 78 | }
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| 79 | }
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| 80 | }
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| 81 | }
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| 82 |
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| 83 | material GameTools/Rockwall
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| 84 | {
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| 85 | technique
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| 86 | {
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| 87 | pass
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| 88 | {
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| 89 | lighting off
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| 90 | texture_unit
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| 91 | {
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| 92 | texture rockwall.tga
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[1519] | 93 | //env_map cubic_normal
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[777] | 94 | //vertex_texture true
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| 95 | }
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| 96 | }
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| 97 | }
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| 98 | }
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| 99 |
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[1081] | 100 | material GameTools/Standard
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| 101 | {
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| 102 | technique
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| 103 | {
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| 104 | pass
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| 105 | {
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| 106 | ambient 0.1 0.11 0.15
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| 107 | diffuse 0.8 0.9 1.0
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| 108 | }
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| 109 | }
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| 110 | }
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| 111 |
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[1451] | 112 | material TestPlane
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| 113 | {
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| 114 | technique
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| 115 | {
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| 116 | pass
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| 117 | {
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| 118 | ambient 0.3 0.3 0.4
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| 119 | diffuse 0.9 0.9 1.0
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[1629] | 120 | //lighting off
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[1451] | 121 | IllumTechniques
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[1629] | 122 | {
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| 123 | //RenderTechnique CausticReciever
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| 124 | //{
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| 125 | // max_caster_count 10
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| 126 | //}
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| 127 | RenderTechnique DepthShadowReciever
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[1451] | 128 | {
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| 129 | }
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| 130 | }
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| 131 | }
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| 132 | }
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| 133 | }
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[777] | 134 |
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| 135 |
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[1451] | 136 |
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[777] | 137 | material GameTools/UVShader
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| 138 | {
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| 139 | technique
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| 140 | {
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| 141 | pass
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| 142 | {
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[835] | 143 | vertex_program_ref GameTools/UV_VS
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[777] | 144 | {
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| 145 | param_named_auto worldViewProj worldviewproj_matrix
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| 146 | }
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[835] | 147 | fragment_program_ref GameTools/UV_PS
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[777] | 148 | {
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| 149 | param_named_auto ID custom 0
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| 150 | }
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| 151 |
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| 152 |
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| 153 | }
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| 154 | }
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| 155 | }
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| 156 |
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| 157 | material GameTools/DistanceShader
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| 158 | {
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| 159 |
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| 160 | technique
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| 161 | {
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| 162 | pass
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| 163 | {
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[835] | 164 | vertex_program_ref GameTools/DistanceVS
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[777] | 165 | {
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| 166 | param_named_auto worldView worldview_matrix
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| 167 | param_named_auto worldViewProj worldviewproj_matrix
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| 168 | }
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[835] | 169 | fragment_program_ref GameTools/DistancePS
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[777] | 170 | {
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| 171 |
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| 172 | }
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| 173 |
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| 174 | }
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| 175 | }
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| 176 | }
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| 177 |
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| 178 | material GameTools/SceneCameraDepthShader
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| 179 | {
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| 180 |
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| 181 | technique
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| 182 | {
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| 183 | scene_blend none
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| 184 |
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| 185 | pass
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| 186 | {
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[835] | 187 | vertex_program_ref GameTools/SceneCameraDepthVS
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[777] | 188 | {
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| 189 | param_named_auto worldView worldview_matrix
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| 190 | param_named_auto worldViewProj worldviewproj_matrix
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| 191 | param_named_auto farplane far_clip_distance
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| 192 | }
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[835] | 193 | fragment_program_ref GameTools/SceneDepthPS
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[777] | 194 | {
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| 195 |
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| 196 | }
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| 197 |
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| 198 | }
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| 199 | }
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| 200 | }
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| 201 |
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[1102] | 202 | material GameTools/FocusingShader
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| 203 | {
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| 204 |
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| 205 | technique
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| 206 | {
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| 207 | scene_blend none
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| 208 |
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| 209 | pass
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| 210 | {
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| 211 | vertex_program_ref GameTools/FocusingVS
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| 212 | {
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[1131] | 213 | param_named_auto world world_matrix
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[1102] | 214 | param_named_auto worldViewProj worldviewproj_matrix
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[1131] | 215 | param_named lightTransform matrix4x4
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[1102] | 216 | }
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| 217 | fragment_program_ref GameTools/FocusingPS
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| 218 | {
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| 219 |
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| 220 | }
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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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[777] | 226 | material GameTools/ShadowMapDepth
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| 227 | {
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| 228 |
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| 229 | technique
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| 230 | {
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| 231 | scene_blend none
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| 232 |
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| 233 | pass
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| 234 | {
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[1629] | 235 | cull_hardware anticlockwise
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[1131] | 236 | //cull_hardware none
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[807] | 237 |
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[777] | 238 | vertex_program_ref GameTools/ShadowMap/DepthVS
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| 239 | {
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[1131] | 240 | param_named_auto worldViewProj worldviewproj_matrix
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[777] | 241 | }
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| 242 | fragment_program_ref GameTools/ShadowMap/DepthPS
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| 243 | {
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| 244 |
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| 245 | }
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[807] | 246 |
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[777] | 247 | }
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| 248 | }
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[1131] | 249 | }
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| 250 |
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[1671] | 251 | material GameTools/ShadowMapDistance
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| 252 | {
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[1131] | 253 |
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[1671] | 254 | technique
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| 255 | {
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| 256 | scene_blend none
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| 257 |
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| 258 | pass
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| 259 | {
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| 260 | cull_hardware anticlockwise
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| 261 | //cull_hardware none
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| 262 |
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| 263 | vertex_program_ref GameTools/ShadowMap/DistVS
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| 264 | {
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| 265 | param_named_auto worldViewProj worldviewproj_matrix
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| 266 | param_named_auto worldView worldview_matrix
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| 267 | }
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| 268 | fragment_program_ref GameTools/ShadowMap/DistPS
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| 269 | {
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| 270 | param_named_auto farPlane far_clip_distance
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| 271 | }
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| 272 |
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| 273 | }
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| 274 | }
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| 275 | }
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| 276 |
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| 277 |
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[1131] | 278 | material GameTools/Blur
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| 279 | {
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| 280 |
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| 281 | technique
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| 282 | {
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| 283 |
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| 284 | pass
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| 285 | {
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| 286 | vertex_program_ref GameTools/BlurVS
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| 287 | {
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| 288 |
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| 289 | }
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| 290 | fragment_program_ref GameTools/BlurPS
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| 291 | {
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| 292 | param_named_auto width viewport_width
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| 293 | param_named_auto height viewport_height
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| 294 | }
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| 295 | texture_unit
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| 296 | {
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| 297 | filtering bilinear
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| 298 | }
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| 299 |
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| 300 | }
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| 301 | }
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[1424] | 302 | }
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| 303 |
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| 304 | vertex_program PhaseVS hlsl
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| 305 | {
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| 306 | source GameTools_Phase.hlsl
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| 307 | entry_point PhaseVS
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| 308 | target vs_2_0
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| 309 | }
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| 310 |
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| 311 | fragment_program Phase_HenyeyGreenSteinPS hlsl
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| 312 | {
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| 313 | source GameTools_Phase.hlsl
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| 314 | entry_point HenyeyGreensteinPS
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| 315 | target ps_2_0
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| 316 | }
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| 317 |
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| 318 | material Phase_HenyeyGreenStein
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| 319 | {
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| 320 |
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| 321 | technique
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| 322 | {
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| 323 |
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| 324 | pass
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| 325 | {
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| 326 | vertex_program_ref PhaseVS
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| 327 | {
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| 328 |
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| 329 | }
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| 330 | fragment_program_ref Phase_HenyeyGreenSteinPS
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| 331 | {
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| 332 |
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| 333 | }
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| 334 |
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| 335 | }
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| 336 | }
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[1590] | 337 | }
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| 338 |
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| 339 |
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| 340 |
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