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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9 | scene_blend add
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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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13 | //depth_check off
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14 | depth_write off
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15 |
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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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20 | }
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21 | }
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22 | }
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23 |
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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 morning.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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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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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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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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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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75 | cubic_texture Forest.dds separateUV
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76 | //cubic_texture morning.jpg separateUV
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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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93 | //env_map cubic_normal
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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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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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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 0.8 0.8 0.8
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119 | diffuse 0.0 0.0 0.0
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120 | specular 0.0 0.0 0.0
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121 | //lighting off
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122 | IllumTechniques
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123 | {
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124 | RenderTechnique CausticReciever
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125 | {
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126 | max_caster_count 10
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127 | }
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128 | //RenderTechnique DepthShadowReciever
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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 | texture_unit
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134 | {
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135 | texture rockWall.tga
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136 | }
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137 |
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138 | }
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139 | }
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140 | }
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141 |
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142 |
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143 |
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144 | material GameTools/UVShader
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145 | {
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146 | technique
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147 | {
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148 | pass
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149 | {
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150 | vertex_program_ref GameTools/UV_VS
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151 | {
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152 | param_named_auto worldViewProj worldviewproj_matrix
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153 | }
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154 | fragment_program_ref GameTools/UV_PS
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155 | {
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156 | param_named_auto ID custom 0
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157 | }
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158 |
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159 |
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160 | }
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161 | }
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162 | }
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163 |
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164 | material GameTools/DistanceShader
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165 | {
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166 |
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167 | technique
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168 | {
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169 | pass
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170 | {
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171 | vertex_program_ref GameTools/DistanceVS
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172 | {
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173 | param_named_auto worldView worldview_matrix
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174 | param_named_auto worldViewProj worldviewproj_matrix
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175 | }
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176 | fragment_program_ref GameTools/DistancePS
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177 | {
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178 |
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179 | }
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180 |
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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 | material GameTools/SceneCameraDepthShader
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186 | {
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187 |
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188 | technique
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189 | {
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190 | scene_blend none
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191 |
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192 | pass
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193 | {
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194 | vertex_program_ref GameTools/SceneCameraDepthVS
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195 | {
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196 | param_named_auto worldView worldview_matrix
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197 | param_named_auto worldViewProj worldviewproj_matrix
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198 | param_named_auto farplane far_clip_distance
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199 | }
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200 | fragment_program_ref GameTools/SceneDepthPS
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201 | {
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202 |
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203 | }
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204 |
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205 | }
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206 | }
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207 | }
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208 |
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209 | material GameTools/FocusingShader
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210 | {
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211 |
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212 | technique
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213 | {
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214 | scene_blend none
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215 |
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216 | pass
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217 | {
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218 | vertex_program_ref GameTools/FocusingVS
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219 | {
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220 | param_named_auto world world_matrix
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221 | param_named_auto worldViewProj worldviewproj_matrix
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222 | param_named lightTransform matrix4x4
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223 | }
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224 | fragment_program_ref GameTools/FocusingPS
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225 | {
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226 |
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227 | }
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228 |
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229 | }
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230 | }
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231 | }
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232 |
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233 | material GameTools/ShadowMapDepth
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234 | {
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235 |
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236 | technique
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237 | {
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238 | scene_blend none
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239 |
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240 | pass
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241 | {
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242 | cull_hardware anticlockwise
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243 | //cull_hardware none
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244 |
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245 | vertex_program_ref GameTools/ShadowMap/DepthVS
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246 | {
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247 | param_named_auto worldViewProj worldviewproj_matrix
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248 | }
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249 | fragment_program_ref GameTools/ShadowMap/DepthPS
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250 | {
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251 |
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252 | }
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253 |
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254 | }
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255 | }
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256 | }
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257 |
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258 | material GameTools/ShadowMapDistance
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259 | {
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260 |
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261 | technique
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262 | {
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263 |
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264 | pass
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265 | {
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266 | scene_blend none
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267 |
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268 | cull_hardware anticlockwise
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269 | //cull_hardware none
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270 | //cull_software none
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271 | //cull_hardware clockwise
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272 |
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273 | vertex_program_ref GameTools/ShadowMap/DistVS
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274 | {
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275 | param_named_auto worldViewProj worldviewproj_matrix
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276 | param_named_auto worldView worldview_matrix
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277 | }
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278 | fragment_program_ref GameTools/ShadowMap/DistPS
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279 | {
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280 | param_named_auto farPlane far_clip_distance
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281 | }
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282 |
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283 | }
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284 | }
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285 | }
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286 |
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287 |
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288 | material GameTools/Blur
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289 | {
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290 |
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291 | technique
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292 | {
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293 |
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294 | pass
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295 | {
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296 | vertex_program_ref GameTools/BlurVS
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297 | {
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298 |
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299 | }
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300 | fragment_program_ref GameTools/BlurPS
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301 | {
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302 | param_named_auto width viewport_width
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303 | param_named_auto height viewport_height
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304 | }
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305 | texture_unit
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306 | {
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307 | filtering bilinear
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308 | }
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309 |
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310 | }
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311 | }
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312 | }
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313 |
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314 | material GameTools/BlurLightVolume
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315 | {
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316 |
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317 | technique
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318 | {
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319 |
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320 | pass
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321 | {
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322 | depth_check off
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323 | cull_hardware none
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324 | scene_blend alpha_blend
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325 |
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326 | vertex_program_ref GameTools/BlurVS
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327 | {
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328 |
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329 | }
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330 | fragment_program_ref GameTools/CopyPS
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331 | {
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332 | param_named_auto width viewport_width
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333 | param_named_auto height viewport_height
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334 | param_named alpha float 0.05
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335 | }
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336 | texture_unit
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337 | {
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338 | filtering bilinear
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339 | }
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340 |
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341 | }
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342 | }
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343 | }
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344 |
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345 | material GameTools/BlurCubeFace
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346 | {
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347 |
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348 | technique
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349 | {
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350 |
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351 | pass
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352 | {
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353 | vertex_program_ref GameTools/BlurCubeFaceVS
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354 | {
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355 |
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356 | }
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357 | fragment_program_ref GameTools/BlurCubeFacePS
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358 | {
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359 | param_named_auto width viewport_width
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360 | param_named_auto height viewport_height
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361 | param_named face float 0
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362 | }
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363 | texture_unit
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364 | {
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365 | filtering bilinear
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366 | }
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367 |
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368 | }
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369 | }
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370 | }
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371 |
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372 | vertex_program PhaseVS hlsl
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373 | {
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374 | source GameTools_Phase.hlsl
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375 | entry_point PhaseVS
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376 | target vs_2_0
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377 | }
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378 |
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379 | fragment_program Phase_HenyeyGreenSteinPS hlsl
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380 | {
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381 | source GameTools_Phase.hlsl
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382 | entry_point HenyeyGreensteinPS
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383 | target ps_2_0
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384 | }
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385 |
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386 | material Phase_HenyeyGreenStein
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387 | {
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388 |
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389 | technique
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390 | {
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391 |
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392 | pass
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393 | {
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394 | vertex_program_ref PhaseVS
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395 | {
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396 |
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397 | }
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398 | fragment_program_ref Phase_HenyeyGreenSteinPS
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399 | {
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400 |
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401 | }
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402 |
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403 | }
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404 | }
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405 | }
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406 |
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407 |
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408 |
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