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GameStar 2006 April
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Materials
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deferred-toolkit.mat
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ambient.pass
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Text File
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2005-03-22
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68 lines
; klonozos dolgok szintaktikaja
; CLONE = "BARMI.PASS" - egy masik pass klonozasa, ugyanebbol a materialbol
; CLONE = "AKARMI.MAT","BARMI.PASS" - egy masik material egyik passa
; common states
; fixed pipe settings
RS_LIGHTING = "FALSE"
;RS_LOCALVIEWER = "FALSE"
;RS_NORMALIZENORMALS = "FALSE"
;RS_SPECULARENABLE = "FALSE"
; alpha blending
RS_ALPHABLENDENABLE = "FALSE"
;RS_SRCBLEND = "UNDEFINED"
;RS_BLENDOP = "UNDEFINED"
;RS_DESTBLEND = "UNDEFINED"
; zbuffer operations
RS_ZENABLE = "ZB_FALSE"
;RS_ZWRITEENABLE = "TRUE"
;RS_ZFUNC = "CMP_LESSEQUAL"
; framebuffer operations
RS_ALPHATESTENABLE = "FALSE"
;RS_ALPHAREF = "UNDEFINED"
;RS_ALPHAFUNC = "UNDEFINED"
RS_COLORWRITEENABLE = "COLORWRITEENABLE_ALL"
; rasterization
RS_FILLMODE = "FILL_SOLID"
RS_SHADEMODE = "SHADE_GOURAUD"
RS_CULLMODE = "CULL_NONE"
; stencil
RS_STENCILENABLE = "TRUE"
RS_STENCILFAIL = "STENCILOP_KEEP"
RS_STENCILZFAIL = "STENCILOP_KEEP"
RS_STENCILPASS = "STENCILOP_KEEP"
RS_STENCILFUNC = "CMP_NOTEQUAL"
RS_STENCILREF = 0
RS_STENCILMASK = "FFFFFFFF"
RS_STENCILWRITEMASK = "FFFFFFFF"
RS_TWOSIDEDSTENCILENABLE = "FALSE"
; shaderek
VERTEXSHADER = "deferred-ambient-vertex.hlsl"
PIXELSHADER = "deferred-ambient-pixel.hlsl"
; kimaradt dolgok:
; fog dolgok nem kellenek, automata
; stencillel szinten ne szivjunk
; clipping mindig true
; ambient color automata
; colorvertex mindig true
; material source mindig color
[SAMPLER]
{
TEXTURESLOT = "DEFERRED-ALBEDO.SURFACE"
SAMP_ADDRESSU = "TADDRESS_CLAMP"
SAMP_ADDRESSV = "TADDRESS_CLAMP"
SAMP_MAGFILTER = "TEXF_POINT"
SAMP_MINFILTER = "TEXF_POINT"
SAMP_MIPFILTER = "TEXF_POINT"
}