428 lines
7.2 KiB
Plaintext
428 lines
7.2 KiB
Plaintext
vertex_program HLSL/OceanVS hlsl
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{
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source oceanHLSL_Cg.vert
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entry_point main
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target vs_1_1
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default_params
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{
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param_named_auto worldViewProj_matrix worldviewproj_matrix
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param_named_auto eyePosition camera_position_object_space
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param_named scale float3 0.012 0.005 0.03
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param_named_auto time_0_X time_0_x 100.0
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}
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}
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fragment_program HLSL/OceanFS hlsl
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{
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source oceanHLSL_Cg.frag
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entry_point main
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target ps_2_0
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}
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vertex_program GLSL/OceanVS glsl
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{
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source oceanGLSL.vert
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default_params
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{
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param_named_auto eyePosition camera_position_object_space
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param_named scale float3 0.012 0.005 0.03
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param_named_auto time_0_X time_0_x 100.0
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}
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}
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fragment_program GLSL/OceanFS glsl
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{
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source oceanGLSL.frag
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default_params
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{
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param_named Noise int 0
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param_named skyBox int 1
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}
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}
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material OceanHLSL_GLSL
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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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vertex_program_ref HLSL/OceanVS
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{
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param_named waveSpeed float2 0.0 0.168
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param_named noiseSpeed float 0.155
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}
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fragment_program_ref HLSL/OceanFS
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{
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param_named fadeBias float 0.336
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param_named fadeExp float 5.546
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param_named waterColor float4 0.0 0.244 0.395 1.0
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}
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texture_unit
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{
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texture NoiseVolume.dds 3d
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tex_coord_set 0
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filtering linear linear none
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}
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texture_unit
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{
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cubic_texture morning.jpg combinedUVW
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tex_address_mode clamp
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tex_coord_set 1
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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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pass
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{
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vertex_program_ref GLSL/OceanVS
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{
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param_named waveSpeed float2 0.0 0.168
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param_named noiseSpeed float 0.155
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}
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fragment_program_ref GLSL/OceanFS
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{
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param_named fadeBias float 0.336
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param_named fadeExp float 5.546
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param_named waterColor float4 0.0 0.244 0.395 1.0
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}
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texture_unit
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{
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texture NoiseVolume.dds 3d
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tex_coord_set 0
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filtering linear linear none
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tex_address_mode wrap
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}
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texture_unit
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{
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cubic_texture morning.jpg combinedUVW
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tex_address_mode clamp
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tex_coord_set 1
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}
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}
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}
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}
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vertex_program Cg/OceanVS cg
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{
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source oceanHLSL_Cg.vert
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entry_point main
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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_matrix worldviewproj_matrix
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param_named_auto eyePosition camera_position_object_space
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param_named scale float3 0.012 0.005 0.03
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param_named_auto time_0_X time_0_x 100.0
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}
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}
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fragment_program Cg/OceanFS cg
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{
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source oceanHLSL_Cg.frag
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entry_point main
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profiles ps_2_0 arbfp1
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}
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material OceanCg
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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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vertex_program_ref Cg/OceanVS
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{
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param_named waveSpeed float2 0.0 0.168
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param_named noiseSpeed float 0.155
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}
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fragment_program_ref Cg/OceanFS
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{
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param_named fadeBias float 0.336
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param_named fadeExp float 5.546
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param_named waterColor float4 0.0 0.244 0.395 1.0
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}
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texture_unit
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{
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texture NoiseVolume.dds 3d
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tex_coord_set 0
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filtering linear linear none
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}
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texture_unit
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{
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cubic_texture morning.jpg combinedUVW
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tex_address_mode clamp
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tex_coord_set 1
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}
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}
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}
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}
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vertex_program Cg/Ocean2VS cg
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{
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source Ocean2HLSL_Cg.vert
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entry_point main
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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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param_named_auto eyePosition camera_position_object_space
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}
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}
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fragment_program Cg/Ocean2FS cg
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{
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source Ocean2HLSL_Cg.frag
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entry_point main
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profiles ps_2_0 arbfp1
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}
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material Ocean2_Cg
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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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vertex_program_ref Cg/Ocean2VS
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{
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param_named BumpScale float 0.2
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param_named textureScale float2 25 26
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param_named bumpSpeed float2 0.015 0.005
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param_named_auto time time_0_x 100.0
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param_named waveFreq float 0.028
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param_named waveAmp float 1.8
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}
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fragment_program_ref Cg/Ocean2FS
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{
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param_named deepColor float4 0 0.3 0.5 1.0
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param_named shallowColor float4 0 1 1 1.0
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param_named reflectionColor float4 0.95 1 1 1.0
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param_named reflectionAmount float 1.0
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param_named reflectionBlur float 0.0
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param_named waterAmount float 0.3
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param_named fresnelPower float 5.0
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param_named fresnelBias float 0.328
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param_named hdrMultiplier float 0.471
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}
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texture_unit
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{
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texture waves2.dds
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tex_coord_set 0
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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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cubic_texture morning.jpg combinedUVW
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tex_address_mode clamp
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tex_coord_set 1
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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 HLSL/Ocean2VS hlsl
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{
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source Ocean2HLSL_Cg.vert
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entry_point main
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target vs_1_1
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default_params
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{
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param_named_auto WorldViewProj worldviewproj_matrix
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param_named_auto eyePosition camera_position_object_space
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}
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}
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fragment_program HLSL/Ocean2FS hlsl
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{
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source Ocean2HLSL_Cg.frag
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entry_point main
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target ps_2_0
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}
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vertex_program GLSL/Ocean2VS glsl
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{
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source Ocean2GLSL.vert
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}
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fragment_program GLSL/Ocean2FS glsl
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{
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source Ocean2GLSL.frag
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}
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material Ocean2_HLSL_GLSL
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{
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technique HLSL
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{
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pass
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{
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vertex_program_ref HLSL/Ocean2VS
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{
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param_named BumpScale float 0.2
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param_named textureScale float2 25 26
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param_named bumpSpeed float2 0.015 0.005
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param_named_auto time time_0_x 100.0
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param_named waveFreq float 0.028
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param_named waveAmp float 1.8
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}
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fragment_program_ref HLSL/Ocean2FS
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{
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param_named deepColor float4 0 0.3 0.5 1.0
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param_named shallowColor float4 0 1 1 1.0
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param_named reflectionColor float4 0.95 1 1 1.0
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param_named reflectionAmount float 1.0
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param_named reflectionBlur float 0.0
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param_named waterAmount float 0.3
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param_named fresnelPower float 5.0
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param_named fresnelBias float 0.328
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param_named hdrMultiplier float 0.471
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}
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texture_unit
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{
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texture waves2.dds
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tex_coord_set 0
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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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cubic_texture morning.jpg combinedUVW
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tex_address_mode clamp
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filtering linear linear linear
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tex_coord_set 1
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}
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}
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}
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technique GLSL
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{
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pass
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{
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vertex_program_ref GLSL/Ocean2VS
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{
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param_named_auto eyePosition camera_position_object_space
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param_named_auto time time_0_x 100.0
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param_named BumpScale float 0.2
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param_named textureScale float2 25 26
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param_named bumpSpeed float2 0.015 0.005
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param_named waveFreq float 0.028
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param_named waveAmp float 1.8
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}
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fragment_program_ref GLSL/Ocean2FS
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{
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param_named deepColor float4 0 0.3 0.5 1.0
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param_named shallowColor float4 0 1 1 1.0
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param_named reflectionColor float4 0.95 1 1 1.0
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param_named reflectionAmount float 1.0
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param_named reflectionBlur float 0.0
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param_named waterAmount float 0.3
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param_named fresnelPower float 5.0
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param_named fresnelBias float 0.328
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param_named hdrMultiplier float 0.471
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param_named NormalMap int 0
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param_named EnvironmentMap int 1
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}
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texture_unit
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{
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texture waves2.dds
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tex_coord_set 0
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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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cubic_texture morning.jpg combinedUVW
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tex_address_mode clamp
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tex_coord_set 1
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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 SkyBox
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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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lighting off
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depth_write off
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depth_check off
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texture_unit
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{
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cubic_texture morning.jpg separateUV
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tex_address_mode clamp
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}
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}
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}
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}
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material LightFlare
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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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lighting off
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scene_blend add
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depth_write off
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texture_unit
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{
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texture flare.png
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}
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}
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}
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}
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