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352
simarboreal/assets/MatDefs/MultiResolution.j3md
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352
simarboreal/assets/MatDefs/MultiResolution.j3md
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MaterialDef Phong Lighting {
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MaterialParameters {
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// Compute vertex lighting in the shader
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// For better performance
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Boolean VertexLighting
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// Use more efficent algorithms to improve performance
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Boolean LowQuality
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// Improve quality at the cost of performance
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Boolean HighQuality
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// Output alpha from the diffuse map
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Boolean UseAlpha
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// Alpha threshold for fragment discarding
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Float AlphaDiscardThreshold (AlphaTestFallOff)
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// Normal map is in BC5/ATI2n/LATC/3Dc compression format
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Boolean LATC
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// Use the provided ambient, diffuse, and specular colors
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Boolean UseMaterialColors
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// Activate shading along the tangent, instead of the normal
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// Requires tangent data to be available on the model.
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Boolean VTangent
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// Use minnaert diffuse instead of lambert
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Boolean Minnaert
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// Use ward specular instead of phong
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Boolean WardIso
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// Use vertex color as an additional diffuse color.
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Boolean UseVertexColor
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// Ambient color
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Color Ambient (MaterialAmbient)
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// Diffuse color
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Color Diffuse (MaterialDiffuse)
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// Specular color
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Color Specular (MaterialSpecular)
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// Specular power/shininess
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Float Shininess (MaterialShininess) : 1
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// Diffuse map
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Texture2D DiffuseMap
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// Diffuse map
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Texture2D BackgroundDiffuseMap
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// Diffuse map
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Texture2D NoiseMap
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// Normal map
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Texture2D NormalMap
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// Specular/gloss map
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Texture2D SpecularMap
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// Parallax/height map
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Texture2D ParallaxMap
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//Set to true is parallax map is stored in the alpha channel of the normal map
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Boolean PackedNormalParallax
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//Sets the relief height for parallax mapping
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Float ParallaxHeight : 0.05
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//Set to true to activate Steep Parallax mapping
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Boolean SteepParallax
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// Texture that specifies alpha values
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Texture2D AlphaMap
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// Color ramp, will map diffuse and specular values through it.
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Texture2D ColorRamp
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// Texture of the glowing parts of the material
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Texture2D GlowMap
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// Set to Use Lightmap
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Texture2D LightMap
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// Set to use TexCoord2 for the lightmap sampling
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Boolean SeparateTexCoord
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// The glow color of the object
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Color GlowColor
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// Parameters for fresnel
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// X = bias
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// Y = scale
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// Z = power
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Vector3 FresnelParams
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// Env Map for reflection
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TextureCubeMap EnvMap
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// the env map is a spheremap and not a cube map
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Boolean EnvMapAsSphereMap
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//shadows
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Int FilterMode
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Boolean HardwareShadows
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Texture2D ShadowMap0
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Texture2D ShadowMap1
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Texture2D ShadowMap2
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Texture2D ShadowMap3
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//pointLights
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Texture2D ShadowMap4
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Texture2D ShadowMap5
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Float ShadowIntensity
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Vector4 Splits
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Vector2 FadeInfo
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Matrix4 LightViewProjectionMatrix0
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Matrix4 LightViewProjectionMatrix1
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Matrix4 LightViewProjectionMatrix2
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Matrix4 LightViewProjectionMatrix3
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//pointLight
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Matrix4 LightViewProjectionMatrix4
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Matrix4 LightViewProjectionMatrix5
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Vector3 LightPos
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Float PCFEdge
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Float ShadowMapSize
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// For hardware skinning
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Int NumberOfBones
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Matrix4Array BoneMatrices
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// Ground scattering parameters
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Boolean UseScattering
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Vector3 SunPosition
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Float Exposure
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Float KmESun
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Float InnerRadius
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Float RadiusScale
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Float PlanetScale : 1
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Vector3 InvWavelengthsKrESun
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Float AverageDensityScale
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Float InvAverageDensityHeight;
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Vector3 KWavelengths4PI;
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}
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Technique {
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LightMode MultiPass
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VertexShader GLSL110: MatDefs/MultiResolution.vert
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FragmentShader GLSL110: MatDefs/MultiResolution.frag
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WorldParameters {
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WorldViewProjectionMatrix
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NormalMatrix
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WorldViewMatrix
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ViewMatrix
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CameraPosition
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WorldMatrix
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}
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Defines {
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LATC : LATC
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VERTEX_COLOR : UseVertexColor
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VERTEX_LIGHTING : VertexLighting
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ATTENUATION : Attenuation
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MATERIAL_COLORS : UseMaterialColors
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V_TANGENT : VTangent
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MINNAERT : Minnaert
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WARDISO : WardIso
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LOW_QUALITY : LowQuality
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HQ_ATTENUATION : HighQuality
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DIFFUSEMAP : DiffuseMap
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NORMALMAP : NormalMap
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SPECULARMAP : SpecularMap
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PARALLAXMAP : ParallaxMap
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NORMALMAP_PARALLAX : PackedNormalParallax
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STEEP_PARALLAX : SteepParallax
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ALPHAMAP : AlphaMap
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COLORRAMP : ColorRamp
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LIGHTMAP : LightMap
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SEPARATE_TEXCOORD : SeparateTexCoord
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USE_REFLECTION : EnvMap
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SPHERE_MAP : SphereMap
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NUM_BONES : NumberOfBones
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USE_SCATTERING : UseScattering
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}
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}
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Technique PreShadow {
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VertexShader GLSL110 : Common/MatDefs/Shadow/PreShadow.vert
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FragmentShader GLSL110 : Common/MatDefs/Shadow/PreShadow.frag
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WorldParameters {
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WorldViewProjectionMatrix
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WorldViewMatrix
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}
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Defines {
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COLOR_MAP : ColorMap
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DISCARD_ALPHA : AlphaDiscardThreshold
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NUM_BONES : NumberOfBones
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}
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ForcedRenderState {
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FaceCull Off
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DepthTest On
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DepthWrite On
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PolyOffset 5 3
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ColorWrite Off
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}
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}
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Technique PostShadow15{
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VertexShader GLSL150: Common/MatDefs/Shadow/PostShadow15.vert
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FragmentShader GLSL150: Common/MatDefs/Shadow/PostShadow15.frag
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WorldParameters {
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WorldViewProjectionMatrix
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WorldMatrix
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}
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Defines {
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HARDWARE_SHADOWS : HardwareShadows
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FILTER_MODE : FilterMode
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PCFEDGE : PCFEdge
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DISCARD_ALPHA : AlphaDiscardThreshold
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COLOR_MAP : ColorMap
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SHADOWMAP_SIZE : ShadowMapSize
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FADE : FadeInfo
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PSSM : Splits
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POINTLIGHT : LightViewProjectionMatrix5
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NUM_BONES : NumberOfBones
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}
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ForcedRenderState {
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Blend Modulate
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DepthWrite Off
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PolyOffset -0.1 0
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}
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}
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Technique PostShadow{
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VertexShader GLSL110: Common/MatDefs/Shadow/PostShadow.vert
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FragmentShader GLSL110: Common/MatDefs/Shadow/PostShadow.frag
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WorldParameters {
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WorldViewProjectionMatrix
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WorldMatrix
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}
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Defines {
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HARDWARE_SHADOWS : HardwareShadows
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FILTER_MODE : FilterMode
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PCFEDGE : PCFEdge
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DISCARD_ALPHA : AlphaDiscardThreshold
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COLOR_MAP : ColorMap
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SHADOWMAP_SIZE : ShadowMapSize
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FADE : FadeInfo
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PSSM : Splits
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POINTLIGHT : LightViewProjectionMatrix5
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NUM_BONES : NumberOfBones
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}
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ForcedRenderState {
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Blend Modulate
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DepthWrite Off
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PolyOffset -0.1 0
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}
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}
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Technique PreNormalPass {
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VertexShader GLSL110 : Common/MatDefs/SSAO/normal.vert
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FragmentShader GLSL110 : Common/MatDefs/SSAO/normal.frag
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WorldParameters {
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WorldViewProjectionMatrix
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WorldViewMatrix
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NormalMatrix
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}
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Defines {
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DIFFUSEMAP_ALPHA : DiffuseMap
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NUM_BONES : NumberOfBones
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}
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}
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Technique GBuf {
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VertexShader GLSL110: Common/MatDefs/Light/GBuf.vert
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FragmentShader GLSL110: Common/MatDefs/Light/GBuf.frag
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WorldParameters {
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WorldViewProjectionMatrix
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NormalMatrix
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WorldViewMatrix
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WorldMatrix
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}
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Defines {
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VERTEX_COLOR : UseVertexColor
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MATERIAL_COLORS : UseMaterialColors
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V_TANGENT : VTangent
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MINNAERT : Minnaert
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WARDISO : WardIso
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DIFFUSEMAP : DiffuseMap
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NORMALMAP : NormalMap
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SPECULARMAP : SpecularMap
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PARALLAXMAP : ParallaxMap
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}
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}
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Technique Glow {
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VertexShader GLSL110: Common/MatDefs/Misc/Unshaded.vert
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FragmentShader GLSL110: Common/MatDefs/Light/Glow.frag
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WorldParameters {
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WorldViewProjectionMatrix
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}
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Defines {
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NEED_TEXCOORD1
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HAS_GLOWMAP : GlowMap
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HAS_GLOWCOLOR : GlowColor
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NUM_BONES : NumberOfBones
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}
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}
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}
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