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 morning.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/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 { } } } }