www.pudn.com > 3dwind2.0.rar > deferred_post_debug.material


material DeferredShading/Post/ShowNormal  
{  
    technique  
    {  
    	pass  
		{  
			cull_hardware none  
			cull_software none  
			depth_func always_pass  
  
			fragment_program_ref DeferredShading/post/hlsl/ShowNormal_ps  
			{  
			}  
			vertex_program_ref DeferredShading/post/hlsl/vs  
			{  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
		}  
	}  
	technique  
    {  
    	pass  
		{  
			cull_hardware none  
			cull_software none  
			depth_func always_pass  
  
			fragment_program_ref DeferredShading/post/glsl/ShowNormal_ps  
			{  
			}  
			vertex_program_ref DeferredShading/post/glsl/vs  
			{  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
		}  
	}  
}  
  
material DeferredShading/Post/ShowDS  
{  
    technique  
    {  
    	pass  
		{  
			cull_hardware none  
			cull_software none  
			depth_func always_pass  
  
			fragment_program_ref DeferredShading/post/hlsl/ShowDS_ps  
			{  
			}  
			vertex_program_ref DeferredShading/post/hlsl/vs  
			{  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
		}  
	}  
	technique  
    {  
    	pass  
		{  
			cull_hardware none  
			cull_software none  
			depth_func always_pass  
  
			fragment_program_ref DeferredShading/post/glsl/ShowDS_ps  
			{  
			}  
			vertex_program_ref DeferredShading/post/glsl/vs  
			{  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
		}  
	}  
}  
material DeferredShading/Post/ShowColour  
{  
    technique  
    {  
    	pass  
		{  
			cull_hardware none  
			cull_software none  
			depth_func always_pass  
  
			fragment_program_ref DeferredShading/post/hlsl/ShowColour_ps  
			{  
			}  
			vertex_program_ref DeferredShading/post/hlsl/vs  
			{  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
		}  
	}  
	technique  
    {  
    	pass  
		{  
			cull_hardware none  
			cull_software none  
			depth_func always_pass  
  
			fragment_program_ref DeferredShading/post/glsl/ShowColour_ps  
			{  
			}  
			vertex_program_ref DeferredShading/post/glsl/vs  
			{  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
		}  
	}  
}