add ZB Menus
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17
techniques/grain_overlay.tech
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17
techniques/grain_overlay.tech
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{
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stateMap "passthrough"; // TODO
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vertexShader 3.0 "grain_overlay.hlsl"
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{
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worldViewProjectionMatrix = constant.transposeWorldViewProjectionMatrix;
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}
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pixelShader 3.0 "grain_overlay.hlsl"
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{
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colorMapSampler = material.colorMap;
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}
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vertex.position = code.position;
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vertex.color[0] = code.color;
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vertex.texcoord[0] = code.texcoord[0];
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}
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18
techniques/splatter_alt.tech
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18
techniques/splatter_alt.tech
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{
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stateMap "passthrough"; // TODO
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vertexShader 3.0 "splatter_alt.hlsl"
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{
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worldViewProjectionMatrix = constant.transposeWorldViewProjectionMatrix;
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}
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pixelShader 3.0 "splatter_alt.hlsl"
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{
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colorMapSampler = material.colorMap;
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colorMapSampler1 = material.colorMap2;
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}
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vertex.position = code.position;
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vertex.color[0] = code.color;
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vertex.texcoord[0] = code.texcoord[0];
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}
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18
techniques/trivial_vertcol_simple2d.tech
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18
techniques/trivial_vertcol_simple2d.tech
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{
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stateMap "passthrough"; // TODO
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vertexShader 3.0 "trivial_vertcol_simple.hlsl"
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{
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worldMatrix = constant.transposeWorldMatrix;
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viewProjectionMatrix = constant.transposeViewProjectionMatrix;
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}
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pixelShader 3.0 "trivial_vertcol_simple.hlsl"
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{
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colorMapSampler = material.colorMap;
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}
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vertex.position = code.position;
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vertex.color[0] = code.color;
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vertex.texcoord[0] = code.texcoord[0];
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}
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