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			149 lines
		
	
	
	
		
			2.7 KiB
		
	
	
	
		
			Text
		
	
	
	
	
	
			
		
		
	
	
			149 lines
		
	
	
	
		
			2.7 KiB
		
	
	
	
		
			Text
		
	
	
	
	
	
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vertex_program Water/GlassVP cg
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{
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	source GlassVP.cg
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	entry_point glass_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 Water/GlassFP cg
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{
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	source GlassFP.cg
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	entry_point main_ps
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	profiles ps_2_0 arbfp1
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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 Water/GlassVP
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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 Water/GlassFP
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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 WaterNormal1.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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vertex_program Water/RefractReflectVP cg
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{
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	source Example_Fresnel.cg
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	entry_point main_vp
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	profiles vs_1_1 arbvp1
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}
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vertex_program Water/RefractReflectVPold cg
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{
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	source Example_Fresnel.cg
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	entry_point main_vp_old
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	profiles vs_1_1 arbvp1
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}
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fragment_program Water/RefractReflectFP cg
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{
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	source Example_Fresnel.cg
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	entry_point main_fp
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	// sorry, ps_1_1 and fp20 can't do this
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	profiles ps_2_0 arbfp1
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}
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fragment_program Water/RefractReflectPS asm
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{
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	source Example_FresnelPS.asm
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	// sorry, only for ps_1_4 :)
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	syntax ps_1_4
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}
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material Examples/Water0
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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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			//
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			depth_write off
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			vertex_program_ref Water/RefractReflectVP
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			{
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				param_named_auto worldViewProjMatrix worldviewproj_matrix
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				param_named_auto eyePosition camera_position_object_space
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				param_named_auto timeVal time 0.15
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				param_named scroll float 1  
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				param_named scale float 1 
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				param_named noise float 1 
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				// scroll and noisePos will need updating per frame
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			}
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			fragment_program_ref Water/RefractReflectFP
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			{
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				param_named fresnelBias float -0.1 
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				param_named fresnelScale float 0.8 
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				param_named fresnelPower float 20  
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				param_named tintColour float4 1 1 1 1
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				param_named noiseScale float 0.05 
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			}
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			// Water
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			scene_blend alpha_blend
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			texture_unit
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			{
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				// Water texture
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				texture Water02.jpg
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				// min / mag filtering, no mip
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				filtering linear linear none
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				alpha_op_ex source1 src_manual src_current 0.9
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			}
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			// Noise
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			texture_unit
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			{
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				alpha_op_ex source1 src_manual src_current 0.9
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				// Perlin noise volume
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				texture waves2.dds
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				// min / mag filtering, no mip
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				filtering linear linear none
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			}
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		}
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	}
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}
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