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@zeux
Created February 24, 2014 17:07
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vertex_program DefaultVPParams null
{
default_params
{
param_named_auto CameraPosition camera_position
param_named_auto ViewProjection viewproj_matrix
param_named_auto Lamp0Dir light_direction 0
param_named_auto Lamp1Dir light_direction 1
param_named_auto Lamp0Color light_diffuse_colour 0
param_named_auto Lamp1Color light_diffuse_colour 1
param_named_auto AmbientColor ambient_light_colour
param_named_auto FogColor fog_colour
param_named_auto FogParams fog_params
param_named_auto FadeDistance light_custom 0 0
param_named_auto LightConfig0 light_custom 0 1
param_named_auto LightConfig1 light_custom 0 2
param_named_auto WorldMatrixArray world_matrix_array_3x4
param_named_auto DebugColor surface_ambient_colour
}
column_major_matrices false
}
fragment_program DefaultFPParams null
{
default_params
{
param_named_auto CameraPosition camera_position
param_named_auto Lamp0Dir light_direction 0
param_named_auto Lamp1Dir light_direction 1
param_named_auto Lamp0Color light_diffuse_colour 0
param_named_auto Lamp1Color light_diffuse_colour 1
param_named_auto AmbientColor ambient_light_colour
param_named_auto FogColor fog_colour
param_named_auto FogParams fog_params
param_named_auto FadeDistance light_custom 0 0
param_named_auto LightConfig2 light_custom 0 3
param_named_auto LightConfig3 light_custom 0 4
param_named_auto LightBorder light_custom 0 5
param_named_auto OutlineBrightness light_custom 0 6
param_named StudsMap int 0
param_named LightMap int 1
param_named LightMapLookup int 2
param_named DiffuseMap int 3
param_named NormalMap int 4
param_named EnvironmentMap int 5
param_named SpecularMap int 6
param_named NormalDetailMap int 7
}
column_major_matrices false
}
vertex_program DefaultStaticVP rsl: DefaultVPParams
{
source default.hlsl
target vs_2_0
entry_point DefaultVS
}
vertex_program DefaultStaticHQVP rsl: DefaultVPParams
{
source default.hlsl
target vs_2_0
entry_point DefaultVS
preprocessor_defines PIN_HQ
}
vertex_program DefaultSkinnedVP rsl: DefaultVPParams
{
source default.hlsl
target vs_2_0
entry_point DefaultVS
preprocessor_defines PIN_SKINNED
}
vertex_program DefaultSkinnedHQVP rsl: DefaultVPParams
{
source default.hlsl
target vs_2_0
entry_point DefaultVS
preprocessor_defines PIN_SKINNED PIN_HQ
}
vertex_program DefaultStaticDebugVP rsl: DefaultVPParams
{
source default.hlsl
target vs_2_0
entry_point DefaultVS
preprocessor_defines PIN_DEBUG
}
vertex_program DefaultStaticHQDebugVP hlsl: DefaultVPParams
{
source default.hlsl
target vs_2_0
entry_point DefaultVS
preprocessor_defines PIN_HQ PIN_DEBUG
}
vertex_program DefaultSkinnedDebugVP rsl: DefaultVPParams
{
source default.hlsl
target vs_2_0
entry_point DefaultVS
preprocessor_defines PIN_SKINNED PIN_DEBUG
}
vertex_program DefaultSkinnedHQDebugVP hlsl: DefaultVPParams
{
source default.hlsl
target vs_2_0
entry_point DefaultVS
preprocessor_defines PIN_SKINNED PIN_HQ PIN_DEBUG
}
fragment_program DefaultFP rsl: DefaultFPParams
{
source default.hlsl
target ps_2_0
entry_point DefaultPS
}
fragment_program DefaultHQFP rsl: DefaultFPParams
{
source default.hlsl
target ps_2_0
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultGBufferFP hlsl: DefaultFPParams
{
source default.hlsl
target ps_2_0
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
vertex_program DefaultStaticReflectionVP rsl: DefaultVPParams
{
source default.hlsl
target vs_2_0
entry_point DefaultVS
preprocessor_defines PIN_REFLECTION
}
vertex_program DefaultSkinnedReflectionVP rsl: DefaultVPParams
{
source default.hlsl
target vs_2_0
entry_point DefaultVS
preprocessor_defines PIN_SKINNED PIN_REFLECTION
}
vertex_program DefaultStaticSurfaceHQVP rsl: DefaultVPParams
{
source default.hlsl
target vs_2_0
entry_point DefaultVS
preprocessor_defines PIN_SURFACE PIN_HQ
}
vertex_program DefaultSkinnedSurfaceHQVP rsl: DefaultVPParams
{
source default.hlsl
target vs_2_0
entry_point DefaultVS
preprocessor_defines PIN_SKINNED PIN_SURFACE PIN_HQ
}
fragment_program DefaultPlasticFP rsl: DefaultFPParams
{
source plastic.hlsl
target ps_2_0
entry_point DefaultPS
}
fragment_program DefaultPlasticHQFP rsl: DefaultFPParams
{
source plastic.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultPlasticGBufferFP hlsl: DefaultFPParams
{
source plastic.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
fragment_program DefaultPlasticReflectionFP rsl: DefaultFPParams
{
source plastic.hlsl
target ps_2_0
entry_point DefaultPS
preprocessor_defines PIN_REFLECTION
}
fragment_program DefaultPlasticReflectionHQFP rsl: DefaultFPParams
{
source plastic.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_REFLECTION PIN_HQ
}
fragment_program DefaultPlasticReflectionGBufferFP hlsl: DefaultFPParams
{
source plastic.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_REFLECTION PIN_HQ PIN_GBUFFER
}
fragment_program DefaultSmoothPlasticFP rsl: DefaultFPParams
{
source smoothplastic.hlsl
target ps_2_0
entry_point DefaultPS
}
fragment_program DefaultSmoothPlasticHQFP rsl: DefaultFPParams
{
source smoothplastic.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultSmoothPlasticGBufferFP hlsl: DefaultFPParams
{
source smoothplastic.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
fragment_program DefaultSmoothPlasticReflectionFP rsl: DefaultFPParams
{
source smoothplastic.hlsl
target ps_2_0
entry_point DefaultPS
preprocessor_defines PIN_REFLECTION
}
fragment_program DefaultSmoothPlasticReflectionHQFP rsl: DefaultFPParams
{
source smoothplastic.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_REFLECTION PIN_HQ
}
fragment_program DefaultSmoothPlasticReflectionGBufferFP hlsl: DefaultFPParams
{
source smoothplastic.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_REFLECTION PIN_HQ PIN_GBUFFER
}
fragment_program DefaultWoodHQFP rsl: DefaultFPParams
{
source wood.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultWoodGBufferFP hlsl: DefaultFPParams
{
source wood.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
fragment_program DefaultMarbleHQFP rsl: DefaultFPParams
{
source marble.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultMarbleGBufferFP hlsl: DefaultFPParams
{
source marble.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
fragment_program DefaultSlateHQFP rsl: DefaultFPParams
{
source slate.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultSlateGBufferFP hlsl: DefaultFPParams
{
source slate.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
fragment_program DefaultGraniteHQFP rsl: DefaultFPParams
{
source granite.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultGraniteGBufferFP hlsl: DefaultFPParams
{
source granite.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
fragment_program DefaultConcreteHQFP rsl: DefaultFPParams
{
source concrete.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultConcreteGBufferFP hlsl: DefaultFPParams
{
source concrete.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
fragment_program DefaultPebbleHQFP rsl: DefaultFPParams
{
source pebble.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultPebbleGBufferFP hlsl: DefaultFPParams
{
source pebble.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
fragment_program DefaultBrickHQFP rsl: DefaultFPParams
{
source brick.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultBrickGBufferFP hlsl: DefaultFPParams
{
source brick.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
fragment_program DefaultRustHQFP rsl: DefaultFPParams
{
source rust.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultRustGBufferFP hlsl: DefaultFPParams
{
source rust.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
fragment_program DefaultDiamondplateHQFP rsl: DefaultFPParams
{
source diamondplate.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultDiamondplateGBufferFP hlsl: DefaultFPParams
{
source diamondplate.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
fragment_program DefaultAluminumHQFP rsl: DefaultFPParams
{
source aluminum.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultAluminumGBufferFP hlsl: DefaultFPParams
{
source aluminum.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
fragment_program DefaultGrassHQFP rsl: DefaultFPParams
{
source grass.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultGrassGBufferFP hlsl: DefaultFPParams
{
source grass.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
fragment_program DefaultSandHQFP rsl: DefaultFPParams
{
source sand.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultSandGBufferFP hlsl: DefaultFPParams
{
source sand.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
fragment_program DefaultFabricHQFP rsl: DefaultFPParams
{
source fabric.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultFabricGBufferFP hlsl: DefaultFPParams
{
source fabric.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
fragment_program DefaultIceHQFP rsl: DefaultFPParams
{
source ice.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ
}
fragment_program DefaultIceGBufferFP hlsl: DefaultFPParams
{
source ice.hlsl
target ps_2_a
entry_point DefaultPS
preprocessor_defines PIN_HQ PIN_GBUFFER
}
abstract pass DefaultPassFFP
{
texture_unit DiffuseMap
{
texture textures/SurfacesDefault.png
filtering trilinear
}
}
abstract pass DefaultPassShaders
{
texture_unit StudsMap
{
}
texture_unit LightMap
{
texture LightGrid
filtering trilinear
tex_address_mode wrap
}
texture_unit LightMapLookup
{
texture LightGridLookup
filtering none
tex_address_mode wrap
}
texture_unit DiffuseMap
{
texture textures/SurfacesDefault.png
filtering trilinear
}
}
material DefaultStatic
{
technique ffp
{
lod_index 2
pass: DefaultPassFFP
{
max_lights 2
ambient vertexcolour
diffuse vertexcolour
specular 0.9 0.9 0.9 50
}
}
technique lod
{
lod_index 1
pass: DefaultPassShaders
{
vertex_program_ref DefaultStaticVP
{
}
fragment_program_ref DefaultFP
{
}
}
}
technique default
{
lod_index 0
pass: DefaultPassShaders
{
vertex_program_ref DefaultStaticHQVP
{
}
fragment_program_ref DefaultHQFP
{
}
}
}
technique gbuffer
{
scheme MRT
pass: DefaultPassShaders
{
vertex_program_ref DefaultStaticHQVP
{
}
fragment_program_ref DefaultGBufferFP
{
}
}
}
}
material DefaultSkinned
{
technique ffp
{
lod_index 2
pass: DefaultPassFFP
{
max_lights 2
ambient vertexcolour
diffuse vertexcolour
specular 0.9 0.9 0.9 50
}
}
technique lod
{
lod_index 1
pass: DefaultPassShaders
{
vertex_program_ref DefaultSkinnedVP
{
}
fragment_program_ref DefaultFP
{
}
}
}
technique default
{
lod_index 0
pass: DefaultPassShaders
{
vertex_program_ref DefaultSkinnedHQVP
{
}
fragment_program_ref DefaultHQFP
{
}
}
}
technique gbuffer
{
scheme MRT
pass: DefaultPassShaders
{
vertex_program_ref DefaultSkinnedHQVP
{
}
fragment_program_ref DefaultGBufferFP
{
}
}
}
}
material DefaultSkinnedAlphaKill: DefaultSkinned
{
technique ffp
{
pass
{
alpha_rejection greater_equal 64
}
}
technique lod
{
pass
{
alpha_rejection greater_equal 64
}
}
technique default
{
pass
{
alpha_rejection greater_equal 64
}
}
technique gbuffer
{
pass
{
alpha_rejection greater_equal 64
}
}
}
material DefaultStaticTransparent: DefaultStatic
{
technique ffp
{
pass
{
scene_blend alpha_blend
depth_write off
}
}
technique lod
{
pass
{
scene_blend alpha_blend
depth_write off
}
}
technique default
{
pass
{
scene_blend alpha_blend
depth_write off
}
}
technique gbuffer
{
pass
{
scene_blend alpha_blend
depth_write off
}
}
}
material DefaultSkinnedTransparent: DefaultSkinned
{
technique ffp
{
pass
{
scene_blend alpha_blend
depth_write off
}
}
technique lod
{
pass
{
scene_blend alpha_blend
depth_write off
}
}
technique default
{
pass
{
scene_blend alpha_blend
depth_write off
}
}
technique gbuffer
{
pass
{
scene_blend alpha_blend
depth_write off
}
}
}
abstract pass DefaultDecalTexturePass
{
scene_blend alpha_blend
depth_bias 4 0.5
depth_write off
transparent_sorting off
}
abstract pass DefaultDecalPass: DefaultDecalTexturePass
{
texture_unit DiffuseMap
{
tex_address_mode clamp
}
}
material DefaultStaticDecal: DefaultStatic
{
technique ffp
{
pass: DefaultDecalPass
{
}
}
technique lod
{
pass: DefaultDecalPass
{
}
}
technique default
{
pass: DefaultDecalPass
{
}
}
technique gbuffer
{
pass: DefaultDecalPass
{
}
}
}
material DefaultSkinnedDecal: DefaultSkinned
{
technique ffp
{
pass: DefaultDecalPass
{
}
}
technique lod
{
pass: DefaultDecalPass
{
}
}
technique default
{
pass: DefaultDecalPass
{
}
}
technique gbuffer
{
pass: DefaultDecalPass
{
}
}
}
material DefaultStaticDecalTransparent: DefaultStaticDecal
{
technique ffp
{
pass
{
transparent_sorting on
}
}
technique lod
{
pass
{
transparent_sorting on
}
}
technique default
{
pass
{
transparent_sorting on
}
}
technique gbuffer
{
pass
{
transparent_sorting on
}
}
}
material DefaultSkinnedDecalTransparent: DefaultSkinnedDecal
{
technique ffp
{
pass
{
transparent_sorting on
}
}
technique lod
{
pass
{
transparent_sorting on
}
}
technique default
{
pass
{
transparent_sorting on
}
}
technique gbuffer
{
pass
{
transparent_sorting on
}
}
}
material DefaultStaticDecalTexture: DefaultStatic
{
technique ffp
{
pass: DefaultDecalTexturePass
{
}
}
technique lod
{
pass: DefaultDecalTexturePass
{
}
}
technique default
{
pass: DefaultDecalTexturePass
{
}
}
technique gbuffer
{
pass: DefaultDecalTexturePass
{
}
}
}
material DefaultSkinnedDecalTexture: DefaultSkinned
{
technique ffp
{
pass: DefaultDecalTexturePass
{
}
}
technique lod
{
pass: DefaultDecalTexturePass
{
}
}
technique default
{
pass: DefaultDecalTexturePass
{
}
}
technique gbuffer
{
pass: DefaultDecalTexturePass
{
}
}
}
material DefaultStaticDecalTextureTransparent: DefaultStaticDecalTexture
{
technique ffp
{
pass
{
transparent_sorting on
}
}
technique lod
{
pass
{
transparent_sorting on
}
}
technique default
{
pass
{
transparent_sorting on
}
}
technique gbuffer
{
pass
{
transparent_sorting on
}
}
}
material DefaultSkinnedDecalTextureTransparent: DefaultSkinnedDecalTexture
{
technique ffp
{
pass
{
transparent_sorting on
}
}
technique lod
{
pass
{
transparent_sorting on
}
}
technique default
{
pass
{
transparent_sorting on
}
}
technique gbuffer
{
pass
{
transparent_sorting on
}
}
}
material DefaultStaticDebug: DefaultStatic
{
technique ffp
{
pass
{
ambient 1 1 1
diffuse 1 1 1
specular 0 0 0 1
}
}
technique lod
{
pass
{
vertex_program_ref DefaultStaticDebugVP
{
}
}
}
technique default
{
scheme Unused
}
technique gbuffer
{
pass
{
vertex_program_ref DefaultStaticHQDebugVP
{
}
}
}
}
material DefaultSkinnedDebug: DefaultSkinned
{
technique ffp
{
pass
{
ambient 1 1 1
diffuse 1 1 1
specular 0 0 0 1
}
}
technique lod
{
pass
{
vertex_program_ref DefaultSkinnedDebugVP
{
}
}
}
technique default
{
scheme Unused
}
technique gbuffer
{
pass
{
vertex_program_ref DefaultSkinnedHQDebugVP
{
}
}
}
}
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