material Flare { technique { pass { //cull_hardware none lighting off scene_blend add //scene_blend_op add //scene_blend_op_alpha add //scene_blend_alpha add //depth_check off depth_write off texture_unit { texture flare.png } } } } material Examples/EveningSkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture stormy.jpg separateUV tex_address_mode clamp } } } } vertex_program TexturedVS hlsl { source textured.hlsl entry_point vs target vs_2_0 } fragment_program TexturedPS hlsl { source textured.hlsl entry_point ps target ps_3_0 } material Examples/MorningSkyBox { technique { pass { vertex_program_ref TexturedVS { param_named_auto worldViewProj worldviewproj_matrix } fragment_program_ref TexturedPS { } depth_write off texture_unit { cubic_texture Forest.dds separateUV //cubic_texture morning.jpg separateUV tex_address_mode clamp } } } } material GameTools/Rockwall { technique { pass { lighting off texture_unit { texture rockwall.tga //env_map cubic_normal //vertex_texture true } } } } material GameTools/Standard { technique { pass { ambient 0.1 0.11 0.15 diffuse 0.8 0.9 1.0 } } } material TestPlane { technique { pass { ambient 0.8 0.8 0.8 diffuse 0.0 0.0 0.0 specular 0.0 0.0 0.0 //lighting off IllumTechniques { RenderTechnique CausticReciever { max_caster_count 10 } //RenderTechnique DepthShadowReciever //{ //} } texture_unit { texture rockWall.tga } } } } material GameTools/UVShader { technique { pass { vertex_program_ref GameTools/UV_VS { param_named_auto worldViewProj worldviewproj_matrix } fragment_program_ref GameTools/UV_PS { param_named_auto ID custom 0 } } } } material GameTools/DistanceShader { technique { pass { vertex_program_ref GameTools/DistanceVS { param_named_auto worldView worldview_matrix param_named_auto worldViewProj worldviewproj_matrix } fragment_program_ref GameTools/DistancePS { } } } } material GameTools/SceneCameraDepthShader { technique { scene_blend none pass { vertex_program_ref GameTools/SceneCameraDepthVS { param_named_auto worldView worldview_matrix param_named_auto worldViewProj worldviewproj_matrix param_named_auto farplane far_clip_distance } fragment_program_ref GameTools/SceneDepthPS { } } } } material GameTools/FocusingShader { technique { scene_blend none pass { vertex_program_ref GameTools/FocusingVS { param_named_auto world world_matrix param_named_auto worldViewProj worldviewproj_matrix param_named lightTransform matrix4x4 } fragment_program_ref GameTools/FocusingPS { } } } } material GameTools/ShadowMapDepth { technique { scene_blend none pass { cull_hardware anticlockwise //cull_hardware none vertex_program_ref GameTools/ShadowMap/DepthVS { param_named_auto worldViewProj worldviewproj_matrix } fragment_program_ref GameTools/ShadowMap/DepthPS { } } } } material GameTools/ShadowMapDistance { technique { pass { scene_blend none cull_hardware anticlockwise //cull_hardware none //cull_hardware clockwise vertex_program_ref GameTools/ShadowMap/DistVS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto worldView worldview_matrix } fragment_program_ref GameTools/ShadowMap/DistPS { param_named_auto farPlane far_clip_distance } } } } material GameTools/Blur { technique { pass { vertex_program_ref GameTools/BlurVS { } fragment_program_ref GameTools/BlurPS { param_named_auto width viewport_width param_named_auto height viewport_height } texture_unit { filtering bilinear } } } } material GameTools/BlurLightVolume { technique { pass { depth_check off cull_hardware none scene_blend alpha_blend vertex_program_ref GameTools/BlurVS { } fragment_program_ref GameTools/CopyPS { param_named_auto width viewport_width param_named_auto height viewport_height param_named alpha float 0.05 } texture_unit { filtering bilinear } } } } material GameTools/BlurCubeFace { technique { pass { vertex_program_ref GameTools/BlurCubeFaceVS { } fragment_program_ref GameTools/BlurCubeFacePS { param_named_auto width viewport_width param_named_auto height viewport_height param_named face float 0 } texture_unit { filtering bilinear } } } } vertex_program PhaseVS hlsl { source GameTools_Phase.hlsl entry_point PhaseVS target vs_2_0 } fragment_program Phase_HenyeyGreenSteinPS hlsl { source GameTools_Phase.hlsl entry_point HenyeyGreensteinPS target ps_2_0 } material Phase_HenyeyGreenStein { technique { pass { vertex_program_ref PhaseVS { } fragment_program_ref Phase_HenyeyGreenSteinPS { } } } }