material GameTools/PostProcBlack { technique { pass { vertex_program_ref GameTools/PostProc1_VS { } fragment_program_ref GameTools/PostProc_Black { } } } } material GameTools/PostProc1 { technique { pass { vertex_program_ref GameTools/PostProc1_VS { } fragment_program_ref GameTools/PostProc1_PS { } texture_unit { // filtering none texture rockwall.tga } } } } material GameTools/GlowCut { technique { pass { vertex_program_ref GameTools/PostProc1_VS { } fragment_program_ref GameTools/GlowCut_PS { param_named_auto width viewport_width param_named_auto height viewport_height } texture_unit { //filtering none texture rockwall.tga } texture_unit { //filtering none texture rockwall.tga } } } } material GameTools/Luminance { technique { pass { vertex_program_ref GameTools/PostProc1_VS { } fragment_program_ref GameTools/Luminance_PS { param_named_auto width viewport_width param_named_auto height viewport_height } texture_unit { //filtering none texture rockwall.tga } } } } material GameTools/GlowBlurH { technique { pass { vertex_program_ref GameTools/PostProc1_VS { } fragment_program_ref GameTools/GlowBlurH_PS { param_named_auto width viewport_width param_named_auto height viewport_height param_named Stretch float 3.2 } texture_unit { tex_address_mode mirror texture rockwall.tga } } } } material GameTools/GlowBlurV { technique { pass { vertex_program_ref GameTools/PostProc1_VS { } fragment_program_ref GameTools/GlowBlurV_PS { param_named_auto width viewport_width param_named_auto height viewport_height param_named Stretch float 3.2 } texture_unit { tex_address_mode mirror texture rockwall.tga } } } } material GameTools/TextureCopy { technique { pass { vertex_program_ref GameTools/PostProc1_VS { } fragment_program_ref GameTools/TextureCopy_PS { param_named_auto width viewport_width param_named_auto height viewport_height } texture_unit { // filtering none texture rockwall.tga } } } } material GameTools/GlowAdd { technique { pass { vertex_program_ref GameTools/PostProc1_VS { } fragment_program_ref GameTools/GlowAdd_PS { param_named_auto width viewport_width param_named_auto height viewport_height } texture_unit { // filtering none texture rockwall.tga } texture_unit { // filtering none texture rockwall.tga } } } } material GameTools/ToneMap { technique { pass { vertex_program_ref GameTools/PostProc1_VS { } fragment_program_ref GameTools/ToneMap_PS { param_named_auto width viewport_width param_named_auto height viewport_height param_named Gain float 0.5 } texture_unit { // filtering none texture rockwall.tga } texture_unit { // filtering none texture rockwall.tga } texture_unit { // filtering none texture rockwall.tga } } } }