vertex_program GameTools/BlurVS hlsl { source GameTools_Blur.hlsl entry_point BlurVS target vs_2_0 } fragment_program GameTools/BlurPS hlsl { source GameTools_Blur.hlsl entry_point BlurPS target ps_3_0 } vertex_program GameTools/FocusingVS hlsl { source GameTools_Focusing.hlsl entry_point FocusingVS target vs_2_0 } fragment_program GameTools/FocusingPS hlsl { source GameTools_Focusing.hlsl entry_point FocusingPS target ps_2_0 } vertex_program GameTools/PostProc1_VS hlsl { source GameTools_PostProc.hlsl entry_point defaultVS target vs_2_0 } fragment_program GameTools/PostProc_Black hlsl { source GameTools_PostProc.hlsl entry_point BlackPS target ps_2_0 } fragment_program GameTools/PostProc1_PS hlsl { source GameTools_PostProc.hlsl entry_point defaultPS target ps_2_0 } fragment_program GameTools/GlowCut_PS hlsl { source GameTools_PostProc.hlsl entry_point GlowCutPS target ps_2_0 } fragment_program GameTools/Luminance_PS hlsl { source GameTools_PostProc.hlsl entry_point LuminancePS target ps_2_0 } fragment_program GameTools/GlowAdd_PS hlsl { source GameTools_PostProc.hlsl entry_point GlowAddPS target ps_2_0 } fragment_program GameTools/ToneMap_PS hlsl { source GameTools_PostProc.hlsl entry_point ToneMapPS target ps_2_0 } fragment_program GameTools/GlowBlurH_PS hlsl { source GameTools_PostProc.hlsl entry_point GlowBlurHPS target ps_2_0 } fragment_program GameTools/GlowBlurV_PS hlsl { source GameTools_PostProc.hlsl entry_point GlowBlurVPS target ps_2_0 } fragment_program GameTools/TextureCopy_PS hlsl { source GameTools_PostProc.hlsl entry_point CopyPS target ps_2_0 } // Cube mapping programs vertex_program GameTools/CubeMap/VertexPrograms/DefaultVS hlsl { source GameTools_CubeMap.hlsl entry_point deaultVS target vs_2_0 } fragment_program GameTools/CubeMap/FragmentPrograms/DefaultPS hlsl { source GameTools_CubeMap.hlsl entry_point deaultPS target ps_2_0 } vertex_program GameTools/Caustic/DefaultVS hlsl { source GameTools_Caustic.hlsl entry_point deaultVS target vs_2_0 } fragment_program GameTools/Caustic/DefaultPS hlsl { source GameTools_Caustic.hlsl entry_point deaultPS target ps_2_0 } vertex_program GameTools/SoftShadow/VertexPrograms/DefaultVS hlsl { source GameTools_SoftShadow.hlsl entry_point deaultVS target vs_2_0 } fragment_program GameTools/SoftShadow/FragmentPrograms/DefaultPS hlsl { source GameTools_SoftShadow.hlsl entry_point deaultPS target ps_2_0 } fragment_program GameTools/SoftShadow/FragmentPrograms/Default2PS hlsl { source GameTools_SoftShadow.hlsl entry_point deault2PS target ps_2_0 } vertex_program GameTools/CausticSoftShadowVS hlsl { source GameTools_CausticSoftShadow.hlsl entry_point deaultVS target vs_2_0 } fragment_program GameTools/CausticSoftShadowPS hlsl { source GameTools_CausticSoftShadow.hlsl entry_point deaultPS target ps_2_0 } vertex_program GameTools/CubeMap/VertexPrograms/LocalizedVS hlsl { source GameTools_Localized_EnvMap.hlsl entry_point LocalizedVS target vs_2_0 } fragment_program GameTools/CubeMap/FragmentPrograms/LocalizedPS hlsl { source GameTools_Localized_EnvMap.hlsl entry_point LocalizedPS target ps_3_0 } vertex_program GameTools/CubeMap/VertexPrograms/LocalizedBumpVS hlsl { source GameTools_LocalizedBump_EnvMap.hlsl entry_point LocalizedBumpVS target vs_2_0 } fragment_program GameTools/CubeMap/FragmentPrograms/LocalizedBumpPS hlsl { source GameTools_LocalizedBump_EnvMap.hlsl entry_point LocalizedBumpPS target ps_3_0 } fragment_program GameTools/PhotonMapCausticPS hlsl { source GameTools_Localized_EnvMap.hlsl entry_point PhotonMapCausticPS target ps_3_0 } //fragment_program GameTools/PhotonMapSoftShadowPS hlsl //{ // source GameTools_Localized_EnvMap.hlsl // entry_point PhotonMapSoftShadowPS // target ps_3_0 //} fragment_program GameTools/CubeMap/FragmentPrograms/LocalizedMetalPS hlsl { source GameTools_Localized_EnvMap.hlsl entry_point LocalizedMetalPS target ps_3_0 } vertex_program GameTools/DistanceVS hlsl { source GameTools_Distance.hlsl entry_point DistanceVS target vs_1_1 } fragment_program GameTools/DistancePS hlsl { source GameTools_Distance.hlsl entry_point DistancePS target ps_2_0 } vertex_program GameTools/ShadowMap/DepthVS hlsl { source GameTools_DepthShadow.hlsl entry_point DepthVS target vs_3_0 } fragment_program GameTools/ShadowMap/DepthPS hlsl { source GameTools_DepthShadow.hlsl entry_point DepthPS target ps_3_0 } vertex_program GameTools/ShadowMap/DistVS hlsl { source GameTools_DepthShadow.hlsl entry_point DepthDistVS target vs_3_0 } fragment_program GameTools/ShadowMap/DistPS hlsl { source GameTools_DepthShadow.hlsl entry_point DepthDistPS target ps_3_0 } vertex_program GameTools/ShadowMap/ShadowVS hlsl { source GameTools_DepthShadow.hlsl entry_point depthShadowVS target vs_1_1 } fragment_program GameTools/ShadowMap/ShadowPS hlsl { source GameTools_DepthShadow.hlsl entry_point depthShadowPS target ps_2_0 } vertex_program GameTools/ShadowMap/ShadowDistVS hlsl { source GameTools_DepthShadow.hlsl entry_point distShadowVS target vs_1_1 } fragment_program GameTools/ShadowMap/ShadowDistPS hlsl { source GameTools_DepthShadow.hlsl entry_point distShadowPS target ps_2_0 } vertex_program GameTools/UV_VS hlsl { source GameTools_UV.hlsl entry_point UV_VS target vs_2_0 } fragment_program GameTools/UV_PS hlsl { source GameTools_UV.hlsl entry_point UV_PS target ps_2_0 } vertex_program GameTools/CauVS hlsl { source GameTools_Cau.hlsl entry_point CauVS target vs_3_0 } fragment_program GameTools/CauPS hlsl { source GameTools_Cau.hlsl entry_point CauPS target ps_2_0 } vertex_program GameTools/SpriteVS hlsl { source GameTools_Sprite.hlsl entry_point SpriteVS target vs_2_0 } fragment_program GameTools/SpritePS hlsl { source GameTools_Sprite.hlsl entry_point SpritePS target ps_2_0 } vertex_program GameTools/SBBVS hlsl { source GameTools_Sprite.hlsl entry_point SBB_SpriteVS target vs_3_0 } fragment_program GameTools/SBBPS hlsl { source GameTools_Sprite.hlsl entry_point SBB_SpritePS target ps_3_0 } vertex_program GameTools/SceneCameraDepthVS hlsl { source GameTools_Depth.hlsl entry_point cDepthVS target vs_2_0 } fragment_program GameTools/SceneDepthPS hlsl { source GameTools_Depth.hlsl entry_point DepthPS target ps_2_0 } vertex_program GameTools/CubeMap/VertexPrograms/ReduceVS hlsl { source GameTools_ReduceCubeMap.hlsl entry_point ReduceTextureVS target vs_3_0 } fragment_program GameTools/CubeMap/FragmentPrograms/ReducePS hlsl { source GameTools_ReduceCubeMap.hlsl entry_point ReduceTexturePS target ps_3_0 } vertex_program GameTools/DiffuseVS hlsl { source GameTools_Localized_EnvMap.hlsl entry_point DiffuseVS target vs_3_0 } fragment_program GameTools/DiffusePS hlsl { source GameTools_Localized_EnvMap.hlsl entry_point DiffusePS target ps_3_0 }