material kupolalambert2 { technique { pass { IllumTechniques { RenderTechnique CausticReciever { max_caster_count 10 } //RenderTechnique DepthShadowReciever //{ // //} } scene_blend none scene_blend_op add scene_blend_op_alpha add scene_blend_alpha none lighting off vertex_program_ref GameTools/CausticSoftShadowVS { //param_named_auto world_IT inverse_transpose_world_matrix param_named_auto worldViewProj worldviewproj_matrix param_named_auto world world_matrix } fragment_program_ref GameTools/CausticSoftShadowPS { param_named_auto world_IT inverse_transpose_world_matrix param_named_auto cameraPos camera_position param_named_auto lightPosition light_position 0 } texture_unit { texture falt2.tga //texture rnl_cross.hdr } texture_unit //bump { texture falnormal.dds } } } } material kupolalambert5 { technique { pass { IllumTechniques { RenderTechnique CausticReciever { max_caster_count 10 } //RenderTechnique DepthShadowReciever //{ // //} } scene_blend none scene_blend_op add scene_blend_op_alpha add scene_blend_alpha none lighting off vertex_program_ref GameTools/CausticSoftShadowVS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto world world_matrix //param_named_auto world_IT inverse_transpose_world_matrix } fragment_program_ref GameTools/CausticSoftShadowPS { param_named_auto world_IT inverse_transpose_world_matrix param_named_auto cameraPos camera_position param_named_auto lightPosition light_position 0 } texture_unit { texture talaj2.tga } texture_unit { texture talajnormal.dds } } } } vertex_program KuppolafalVS hlsl { source kupola.hlsl entry_point vs target vs_2_0 } fragment_program KuppolafalPS hlsl { source kupola.hlsl entry_point ps target ps_3_0 } material kupolafal_low { technique { pass { texture_unit { texture falt2.tga } } } } material kupolatalaj_low { technique { pass { texture_unit { texture talaj2.tga } } } }