vertex_program PhongVS hlsl { source GameTools_Phong.hlsl entry_point PhongVS target vs_2_0 } fragment_program PhongPS hlsl { source GameTools_Phong.hlsl entry_point PhongPS target ps_3_0 } material GameTools/Phong { technique 0 { pass 0 { vertex_program_ref PhongVS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto world world_matrix } fragment_program_ref PhongPS { param_named_auto cameraPos camera_position param_named_auto lightcol1 light_diffuse_colour 0 param_named_auto lightcol2 light_diffuse_colour 1 param_named_auto lightcol3 light_diffuse_colour 2 param_named_auto lightcol4 light_diffuse_colour 3 param_named_auto lightcol5 light_diffuse_colour 4 param_named_auto lightcol6 light_diffuse_colour 5 param_named_auto lightcol7 light_diffuse_colour 6 param_named_auto lightcol8 light_diffuse_colour 7 param_named_auto lightpos1 light_position 0 param_named_auto lightpos2 light_position 1 param_named_auto lightpos3 light_position 2 param_named_auto lightpos4 light_position 3 param_named_auto lightpos5 light_position 4 param_named_auto lightpos6 light_position 5 param_named_auto lightpos7 light_position 6 param_named_auto lightpos8 light_position 7 param_named_auto ambientLight ambient_light_colour param_named shininess float 20 param_named ambient float4 0.2 0.2 0.2 1 param_named diffuse float4 0.5 0.5 0.5 1 param_named specular float4 1 1 1 1 } } } } material asztallap : GameTools/Phong { technique 0 { pass 0 { fragment_program_ref { param_named shininess float 7.028 param_named ambient 0.560857 0.761 0.733514 1 param_named diffuse 0.560857 0.761 0.733514 1 } } } } material pult : GameTools/Phong { technique 0 { pass 0 { fragment_program_ref { param_named shininess float 2 param_named ambient float4 0.819489 0.891 0.656667 1 param_named diffuse float4 0.819489 0.891 0.656667 1 param_named specular float4 0.53846 0.53846 0.53846 1 } } } } material fal : GameTools/Phong { technique 0 { pass 0 { fragment_program_ref { param_named shininess float 0 param_named ambient float4 0.68229 0.855 0.737241 1 param_named diffuse float4 0.68229 0.855 0.737241 1 } } } } material butorlap : GameTools/Phong { technique 0 { pass 0 { fragment_program_ref { param_named shininess float 32.154 param_named ambient float4 0.177898 0.917 0.472184 1 param_named diffuse float4 0.177898 0.917 0.472184 1 } } } } material lampa3 { technique { pass { ambient 0 0 0 1 diffuse 0 0 0 1 specular 0 0 0 0 emissive 2.0 2.0 2.0 } } } material tetolampakek { technique { pass { cull_hardware none lighting off texture_unit { texture tetolampakek.jpg colour_op replace } } } } material tetolampasarga { technique { pass { cull_hardware none lighting off texture_unit { texture tetolampasarga.jpg colour_op replace } } } } material talaj { technique { pass { ambient 1 1 1 1 diffuse 1 1 1 1 specular 1 1 1 2 emissive 0 0 0 //RenderTechnique DepthShadowReceiver //{ //} // shading phong texture_unit { texture talaj.jpg tex_coord_set 0 colour_op replace } } } } material paravan { technique { pass { cull_hardware none ambient 1 0.408055 0.07 0.9 diffuse 1 0.408055 0.07 0.9 specular 0 0 0 0 emissive 0.3 0.15 0.03 scene_blend alpha_blend depth_write off } } }