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199 lines
4.4 KiB
Plaintext
199 lines
4.4 KiB
Plaintext
vertex_program UnderwaterEffectVP cg
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{
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source underwater.cg
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entry_point main_vp
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profiles vs_1_1 arbvp1
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default_params
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{
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param_named_auto worldViewProj worldviewproj_matrix
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}
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}
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fragment_program UnderwaterEffectFP_NoMRT cg
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{
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source underwater.cg
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entry_point main_fp_nomrt
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profiles ps_2_0 arbfp1
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}
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fragment_program UnderwaterEffectFP cg
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{
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source underwater.cg
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entry_point main_fp
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profiles ps_2_0 arbfp1
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}
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vertex_program Water_VP cg
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{
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source water.cg
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entry_point main_vp
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profiles vs_2_x arbvp1
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default_params
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{
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param_named_auto wvpMat worldviewproj_matrix
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}
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}
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fragment_program Water_FP cg
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{
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source water.cg
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entry_point main_fp
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profiles ps_2_x arbfp1
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}
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material Water
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{
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technique
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{
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pass
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{
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cull_hardware none
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vertex_program_ref Water_VP
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{
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param_named_auto camPosObjSpace camera_position_object_space
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}
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fragment_program_ref Water_FP
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{
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param_named_auto time time 0.1
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//param_named_auto fogColour fog_colour
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//param_named_auto fogParams fog_params
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param_named_auto renderTargetFlipping render_target_flipping
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param_named_auto far far_clip_distance
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param_named_auto lightPosObjSpace0 light_position_object_space 0
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param_named_auto lightSpecularColour0 light_specular_colour 0
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param_named isUnderwater float 0
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}
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texture_unit reflectionMap
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{
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texture WaterReflection
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tex_address_mode clamp
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}
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texture_unit refractionMap
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{
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tex_address_mode clamp
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}
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texture_unit depthMap
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{
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tex_address_mode clamp
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}
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texture_unit normalMap
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{
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texture WaterNormal2.tga
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}
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}
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}
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technique
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{
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scheme Fallback
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pass
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{
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cull_hardware none
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scene_blend alpha_blend
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depth_write off
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diffuse 0 0 0 1
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emissive 0.6 0.7 1.0
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ambient 0 0 0
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texture_unit
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{
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// texture names set via code
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scale 0.1 0.1
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alpha_op_ex source1 src_manual src_current 0.7
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}
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}
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}
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}
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material Water/CompositorNoMRT
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{
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technique
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{
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pass
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{
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depth_check off
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vertex_program_ref UnderwaterEffectVP
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{
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param_named_auto timeVal time 0.25
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param_named scale float 0.1
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}
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fragment_program_ref UnderwaterEffectFP_NoMRT
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{
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param_named tintColour float4 0 0.35 0.35 1
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}
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texture_unit RT
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{
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tex_coord_set 0
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tex_address_mode clamp
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filtering linear linear linear
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}
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texture_unit
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{
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texture WaterNormal2.tga 2d
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tex_coord_set 1
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//tex_address_mode clamp
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filtering linear linear linear
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}
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texture_unit
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{
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texture caustic_0.png 2d
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tex_coord_set 2
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//tex_address_mode clamp
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filtering linear linear linear
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}
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}
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}
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}
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material Water/Compositor
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{
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technique
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{
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pass
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{
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depth_check off
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vertex_program_ref UnderwaterEffectVP
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{
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param_named_auto timeVal time 0.25
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param_named scale float 0.1
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}
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fragment_program_ref UnderwaterEffectFP
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{
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param_named tintColour float4 0 0.35 0.35 1
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param_named_auto far far_clip_distance
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}
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texture_unit RT
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{
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tex_coord_set 0
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tex_address_mode clamp
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}
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texture_unit
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{
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texture WaterNormal2.tga 2d
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tex_coord_set 2
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}
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texture_unit
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{
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texture caustic_0.png 2d
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tex_coord_set 3
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}
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texture_unit DepthMap
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{
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}
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}
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}
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}
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