Show dx9_renderpath.xml syntax highlighted
<?xml version="1.0" encoding="utf-8" ?>
<!-- render path for DX9 with 2.0 shaders -->
<RenderPath name="dx9" shaderPath="renderpath:2.0">
<!-- declare shaders and technique aliases -->
<Shaders>
<!-- declare shaders and technique aliases -->
<Shader name="passes" file="shaders:passes.fx" />
<Shader name="phases" file="shaders:phases.fx" />
<Shader name="compose" file="shaders:shaders.fx" />
<Shader name="static" file="shaders:shaders.fx" />
<Shader name="static_atest" file="shaders:shaders.fx" />
<Shader name="environment" file="shaders:shaders.fx" />
<Shader name="lightmapped" file="shaders:shaders.fx" />
<Shader name="lightmapped2" file="shaders:shaders.fx" />
<Shader name="radiosity_normalmapped" file="shaders:shaders.fx" />
<Shader name="skinned" file="shaders:shaders.fx" />
<Shader name="blended" file="shaders:shaders.fx" />
<Shader name="alpha" file="shaders:shaders.fx" />
<Shader name="alpha_uvanimation" file="shaders:shaders.fx" />
<Shader name="alpha_soft" file="shaders:shaders.fx" />
<Shader name="skinned_alpha" file="shaders:shaders.fx" />
<Shader name="alpha2" file="shaders:shaders.fx" />
<Shader name="environment_alpha" file="shaders:shaders.fx" />
<Shader name="ocean" file="shaders:ocean.fx" />
<Shader name="leaf" file="shaders:shaders.fx" />
<Shader name="tree" file="shaders:shaders.fx" />
<Shader name="grass" file="shaders:shaders.fx" />
<Shader name="grass_lightmapped" file="shaders:shaders.fx" />
<Shader name="skybox" file="shaders:shaders.fx" />
<Shader name="particle" file="shaders:shaders.fx" />
<Shader name="particle2" file="shaders:shaders.fx" />
<Shader name="layered" file="shaders:shaders.fx" />
<Shader name="multilayered" file="shaders:shaders.fx" />
<Shader name="copy_stencil" file="shaders:shadow_copy.fx" />
<Shader name="gui3d" file="shaders:shaders.fx" />
<Shader name="water" file="shaders:shaders.fx" />
<Shader name="waterdepthcompose" file="shaders:shaders.fx" />
<!-- ASIM -->
<Shader name="underwaterground" file="shaders:asim.fx" />
<Shader name="underwater" file="shaders:asim.fx" />
<!-- Speedtree -->
<Shader name="branch" file="shaders:treeshader.fx" />
<Shader name="frond" file="shaders:treeshader.fx" />
<Shader name="leaves" file="shaders:treeshader.fx" />
<Shader name="billboard" file="shaders:treeshader.fx" />
<!-- sky systems -->
<Shader name="cubeskybox" file="shaders:shaders.fx" />
<Shader name="terrain" file="shaders:shaders.fx" />
<Shader name="sky" file="shaders:sky.fx" />
<Shader name="sun" file="shaders:sky.fx" />
<Shader name="stars" file="shaders:sky.fx" />
<Shader name="cloud" file="shaders:sky.fx" />
<Shader name="horizon" file="shaders:sky.fx" />
<Shader name="copytexture_rgb" file="shaders:sky.fx" />
</Shaders>
<!-- define render targets -->
<RenderTarget name="SkyScene" format="X8R8G8B8" relSize="1.0" />
<RenderTarget name="Scene" format="X8R8G8B8" relSize="1.0" />
<RenderTarget name="Shadow" format="A8R8G8B8" relSize="0.5" />
<RenderTarget name="Depth" format="R32F" relSize="1.0" />
<RenderTarget name="Reflection" format="A8R8G8B8" relSize="0.5" />
<RenderTarget name="Refraction" format="A8R8G8B8" relSize="0.5" />
<!-- declare variables -->
<Float4 name="Luminance" value="0.299 0.587 0.114 0.0" />
<Float4 name="Balance" value="1.0 1.0 1.0 1.0" />
<Float name="Saturation" value="1.0" />
<!-- the default section -->
<Section name="default">
<!-- depth pass -->
<Pass name="depth" shader="passes" technique="tPassDepth" renderTarget="Depth" clearColor="0.0 0.0 0.0 1.0" clearDepth="1.0" clearStencil="0">
<Phase name="depth" shader="phases" technique="tPhaseDepth" sort="FrontToBack" lightMode="Off">
<Sequence shader="static" technique="tStaticDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="environment" technique="tStaticDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="lightmapped" technique="tStaticDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="lightmapped2" technique="tStaticDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="radiosity_normalmapped" technique="tStaticDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="layered" technique="tLayeredDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="multilayered" technique="tMultiLayeredDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="underwaterground" technique="tUnderwaterGroundDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="skinned" technique="tSkinnedDepth" mvpOnly="Yes" />
<Sequence shader="blended" technique="tBlendedDepth" mvpOnly="Yes" />
</Phase>
<Phase name="depthAlphaTest" shader="phases" technique="tPhaseATestDepth" sort="FrontToBack" lightMode="Off">
<Sequence shader="static_atest" technique="tStaticDepthATest" mvpOnly="Yes" />
<Sequence shader="tree" technique="tTreeDepth" mvpOnly="Yes" />
<Sequence shader="leaf" technique="tLeafDepth" />
<Sequence shader="branch" technique="tBranchDepth" mvpOnly="Yes" />
<Sequence shader="frond" technique="tBranchDepth" mvpOnly="Yes" />
<Sequence shader="leaves" technique="tLeavesDepth" mvpOnly="Yes" />
<Sequence shader="billboard" technique="tBillboardDepth" mvpOnly="Yes" />
</Phase>
</Pass>
<!-- perform occlusion culling -->
<Pass name="occlusionQuery" occlusionQuery="Yes" />
<!-- render shadow volumes and downscale into blurred buffer -->
<Pass name="shadow" shader="copy_stencil" drawShadows="MultiLight" renderTarget="Shadow" />
<!-- sky systems -->
<Pass name="SkyScene" shader="passes" technique="tPassColor" renderTarget="SkyScene" clearColor="0.0 0.0 0.0 0.0">
<Phase name="skyscene" shader="phases" technique="tPhaseSky" sort="None" lightMode="Off">
<Sequence shader="sky" technique="tGradientSky" firstLightAlpha="No" mvpOnly="Yes" />
<Sequence shader="sun" technique="tSun" firstLightAlpha="No" mvpOnly="Yes" />
<Sequence shader="stars" technique="tStars" firstLightAlpha="No" mvpOnly="Yes" />
<Sequence shader="cloud" technique="tCloud" firstLightAlpha="No" mvpOnly="Yes" />
<Sequence shader="horizon" technique="tHorizon" firstLightAlpha="No" mvpOnly="Yes" />
</Phase>
</Pass>
<Pass name="CopySky" shader="copytexture_rgb" technique="tCopyTexture_rgb" renderTarget="Scene" drawQuad="Yes" clearColor="0.3 0.3 0.3 0.0" clearDepth="1.0" clearStencil="0">
<Texture name="DiffMap0" value="SkyScene" />
</Pass>
<!-- render scene into render target -->
<Pass name="SceneOpaque" shader="passes" technique="tPassColor" renderTarget="Scene">
<Phase name="nolight" shader="phases" technique="tPhaseNoLight" sort="FrontToBack" lightMode="Off">
<Sequence shader="skybox" technique="tSkyboxColor" firstLightAlpha="No" mvpOnly="Yes" />
<Sequence shader="radiosity_normalmapped" technique="tRNLightmappedBaseColor" firstLightAlpha="No" mvpOnly="Yes"/>
</Phase>
<Phase name="opaque" shader="phases" technique="tPhaseOpaque" sort="FrontToBack" lightMode="Shader">
<Sequence shader="static" technique="tStaticColorShadow" firstLightAlpha="No" mvpOnly="Yes">
<Texture name="AmbientMap1" value="Shadow" />
</Sequence>
<Sequence shader="environment" technique="tEnvironmentColorShadow" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="lightmapped" technique="tLightmappedLitColorShadow" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="lightmapped2" technique="tLightmappedLitColorShadow" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="radiosity_normalmapped" technique="tRNLightmappedLitColorShadow" firstLightAlpha="Yes" mvpOnly="Yes"/>
<Sequence shader="skinned" technique="tSkinnedColorShadow" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="layered" technique="tLayeredColorShadow" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="multilayered" technique="tMultiLayeredColorShadow" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="blended" technique="tBlendedColorShadow" firstLightAlpha="No" mvpOnly="Yes"/>
</Phase>
<Phase name="opaqueAlphaTest" shader="phases" technique="tPhaseOpaqueATest" sort="FrontToBack" lightMode="Shader">
<Sequence shader="static_atest" technique="tStaticColorATestShadow" firstLightAlpha="No">
<Texture name="AmbientMap1" value="Shadow" />
</Sequence>
<Sequence shader="leaf" technique="tLeafColor" firstLightAlpha="No" />
<Sequence shader="tree" technique="tTreeColorShadow" firstLightAlpha="No" mvpOnly="Yes"/>
</Phase>
<!--
<Phase name="pointsprites" shader="phases" technique="tPhasePointSprites" sort="BackToFront" lightMode="Shader">
<Sequence shader="grass" technique="tGrassColor" firstLightAlpha="Yes" mvpOnly="Yes">
<Texture name="AmbientMap1" value="Shadow" />
</Sequence>
<Sequence shader="grass_lightmapped" technique="tGrassLightmappedColor" firstLightAlpha="Yes" mvpOnly="Yes"/>
</Phase>
-->
<Phase name="alpha" shader="phases" technique="tPhaseAlpha" sort="BackToFront" lightMode="Shader">
<Sequence shader="alpha" technique="tStaticAlphaColorShadow" firstLightAlpha="Yes" mvpOnly="Yes">
<Texture name="AmbientMap1" value="Shadow" />
</Sequence>
<Sequence shader="alpha_uvanimation" technique="tUVAnimationAlpha" firstLightAlpha="Yes" mvpOnly="Yes" />
<Sequence shader="alpha_soft" technique="tSoftAlphaColorShadow" firstLightAlpha="Yes" mvpOnly="Yes" />
<Sequence shader="skinned_alpha" technique="tSkinnedAlphaColorShadow" firstLightAlpha="Yes" mvpOnly="Yes"/>
<Sequence shader="alpha2" technique="tStaticAlpha2ColorShadow" firstLightAlpha="Yes" mvpOnly="Yes"/>
<Sequence shader="ocean" technique="tColor" firstLightAlpha="Yes" />
<Sequence shader="environment_alpha" technique="tEnvironmentAlphaColorShadow" firstLightAlpha="Yes" mvpOnly="Yes"/>
<Sequence shader="water" technique="tWater" firstLightAlpha="Yes" mvpOnly="No"/>
</Phase>
<Phase name="alpha" shader="phases" techniqe="tPhaseAlpha" sort="BackToFront" lightMode="Off">
<Sequence shader="particle" technique="tParticleColor" firstLightAlpha="Yes">
<Texture name="AmbientMap1" value="Shadow" />
</Sequence>
</Phase>
<Phase name="alpha" shader="phases" techniqe="tPhaseAlpha" sort="BackToFront" lightMode="Off">
<Sequence shader="particle2" technique="tParticle2Color" firstLightAlpha="Yes">
<Texture name="AmbientMap1" value="Shadow" />
</Sequence>
</Phase>
</Pass>
<!-- compose the final frame -->
<Pass name="compose" shader="compose" technique="tCompose" drawQuad="Yes">
<Texture name="DiffMap0" value="Scene" />
<Float4 name="MatDiffuse" variable="Balance" />
<Float4 name="MatAmbient" variable="Luminance" />
<Float name="Intensity0" variable="Saturation" />
</Pass>
<!-- render 3d gui -->
<Pass name="gui3d" shader="passes" technique="tPassGui3D" clearDepth="1.0" clearStencil="0">
<Phase name="gui3d" shader="phases" technique="tPhaseGui3D" sort="None" lightMode="Shader">
<Sequence shader="gui3d" technique="tGui3DColor" />
</Phase>
</Pass>
<!-- post-draw stuff -->
<Pass name="gui" drawGui="Yes"/>
</Section>
<!-- the reflection section for camera nodes, this is a simplified version of the default section (no shadows e.g.) -->
<Section name="reflection">
<!-- depth pass -->
<Pass name="depth" shader="passes" technique="tPassDepth" renderTarget="Depth" clearColor="0.0 0.0 0.0 1.0" clearDepth="1.0" clearStencil="0">
<Phase name="depth" shader="phases" technique="tPhaseDepth" sort="FrontToBack" lightMode="Off">
<Sequence shader="static" technique="tStaticDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="environment" technique="tStaticDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="lightmapped" technique="tStaticDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="lightmapped2" technique="tStaticDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="radiosity_normalmapped" technique="tStaticDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="layered" technique="tLayeredDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="multilayered" technique="tMultiLayeredDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="skinned" technique="tSkinnedDepth" mvpOnly="Yes" />
<Sequence shader="blended" technique="tBlendedDepth" mvpOnly="Yes" />
</Phase>
<Phase name="depthAlphaTest" shader="phases" technique="tPhaseATestDepth" sort="FrontToBack" lightMode="Off">
<Sequence shader="static_atest" technique="tStaticDepthATest" mvpOnly="Yes" />
<Sequence shader="tree" technique="tTreeDepth" mvpOnly="Yes" />
<Sequence shader="leaf" technique="tLeafDepth" />
</Phase>
</Pass>
<!-- render the scene into the reflection/refraction render target without HDR & shadow rendering -->
<Pass name="SceneOpaque" shader="passes" technique="tPassColor" renderTarget="Reflection" clearColor="0.0 0.0 0.0 1.0">
<Phase name="nolight" shader="phases" technique="tPhaseNoLight" sort="FrontToBack" lightMode="Off">
<Sequence shader="skybox" technique="tSkyboxColor" firstLightAlpha="No" mvpOnly="Yes" />
</Phase>
<Phase name="opaque" shader="phases" technique="tPhaseOpaque" sort="FrontToBack" lightMode="Shader">
<Sequence shader="static" technique="tStaticColor" firstLightAlpha="No" mvpOnly="Yes" />
<Sequence shader="environment" technique="tEnvironmentColor" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="lightmapped" technique="tLightmappedLitColor" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="lightmapped2" technique="tLightmappedLitColor" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="radiosity_normalmapped" technique="tRNLightmappedLitColor" firstLightAlpha="Yes" mvpOnly="Yes"/>
<Sequence shader="skinned" technique="tSkinnedColor" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="layered" technique="tLayeredColor" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="multilayered" technique="tMultiLayeredColor" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="blended" technique="tBlendedColor" firstLightAlpha="No" mvpOnly="Yes"/>
</Phase>
<Phase name="opaqueAlphaTest" shader="phases" technique="tPhaseOpaqueATest" sort="FrontToBack" lightMode="Shader">
<Sequence shader="static_atest" technique="tStaticColorATest" firstLightAlpha="No" />
<Sequence shader="leaf" technique="tLeafColor" firstLightAlpha="No" />
<Sequence shader="tree" technique="tTreeColor" firstLightAlpha="No" mvpOnly="Yes"/>
</Phase>
<Phase name="alpha" shader="phases" technique="tPhaseAlpha" sort="BackToFront" lightMode="Shader">
<Sequence shader="alpha" technique="tStaticAlphaColor" firstLightAlpha="Yes" mvpOnly="Yes" />
<Sequence shader="alpha_uvanimation" technique="tUVAnimationAlpha" firstLightAlpha="Yes" mvpOnly="Yes" />
<Sequence shader="alpha_soft" technique="tSoftAlphaColor" firstLightAlpha="Yes" mvpOnly="Yes" />
<Sequence shader="alpha2" technique="tStaticAlpha2Color" firstLightAlpha="Yes" mvpOnly="Yes"/>
<Sequence shader="skinned_alpha" technique="tSkinnedAlphaColor" firstLightAlpha="Yes" mvpOnly="Yes"/>
<Sequence shader="environment_alpha" technique="tEnvironmentAlphaColor" firstLightAlpha="Yes" mvpOnly="Yes"/>
</Phase>
<!--<Phase name="alpha" shader="phases" techniqe="tPhaseAlpha" sort="BackToFront" lightMode="Off">
<Sequence shader="particle" technique="tParticleColor" firstLightAlpha="Yes"/>
</Phase>-->
</Pass>
<!-- compose the final frame -->
<Pass name="DepthCompose" shader="waterdepthcompose" technique="tWaterDepthCompose" renderTarget="Reflection" drawQuad="Yes">
<Texture name="DiffMap0" value="Reflection" />
<Texture name="DiffMap1" value="Depth" />
</Pass>
</Section>
<!-- the refraction section for camera nodes, this is a simplified version of the default section (no shadows e.g.) -->
<Section name="refraction">
<!-- depth pass -->
<Pass name="depth" shader="passes" technique="tPassDepth" renderTarget="Depth" clearColor="0.0 0.0 0.0 1.0" clearDepth="1.0" clearStencil="0">
<Phase name="depth" shader="phases" technique="tPhaseDepth" sort="FrontToBack" lightMode="Off">
<Sequence shader="static" technique="tStaticDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="environment" technique="tStaticDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="lightmapped" technique="tStaticDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="lightmapped2" technique="tStaticDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="radiosity_normalmapped" technique="tStaticDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="layered" technique="tLayeredDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="multilayered" technique="tMultiLayeredDepth" shaderUpdates="No" mvpOnly="Yes" />
<Sequence shader="skinned" technique="tSkinnedDepth" mvpOnly="Yes" />
<Sequence shader="blended" technique="tBlendedDepth" mvpOnly="Yes" />
</Phase>
<Phase name="depthAlphaTest" shader="phases" technique="tPhaseATestDepth" sort="FrontToBack" lightMode="Off">
<Sequence shader="static_atest" technique="tStaticDepthATest" mvpOnly="Yes" />
<Sequence shader="tree" technique="tTreeDepth" mvpOnly="Yes" />
<Sequence shader="leaf" technique="tLeafDepth" />
</Phase>
</Pass>
<!-- render the scene into the reflection/refraction render target without HDR & shadow rendering -->
<Pass name="SceneOpaque" shader="passes" technique="tPassColor" renderTarget="Refraction" clearColor="0.0 0.0 0.0 1.0">
<!-- uncomment for refraction support -->
<!--<Phase name="nolight" shader="phases" technique="tPhaseNoLight" sort="FrontToBack" lightMode="Off">
<Sequence shader="skybox" technique="tSkyboxColor" firstLightAlpha="No" mvpOnly="Yes" />
</Phase>
<Phase name="opaque" shader="phases" technique="tPhaseOpaque" sort="FrontToBack" lightMode="Shader">
<Sequence shader="static" technique="tStaticColor" firstLightAlpha="No" mvpOnly="Yes" />
<Sequence shader="environment" technique="tEnvironmentColor" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="lightmapped" technique="tLightmappedLitColor" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="radiosity_normalmapped" technique="tRNLightmappedLitColor" firstLightAlpha="Yes" mvpOnly="Yes"/>
<Sequence shader="skinned" technique="tSkinnedColor" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="layered" technique="tLayeredColor" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="multilayered" technique="tMultiLayeredColor" firstLightAlpha="No" mvpOnly="Yes"/>
<Sequence shader="blended" technique="tBlendedColor" firstLightAlpha="No" mvpOnly="Yes"/>
</Phase>
<Phase name="opaqueAlphaTest" shader="phases" technique="tPhaseOpaqueATest" sort="FrontToBack" lightMode="Shader">
<Sequence shader="static_atest" technique="tStaticColorATest" firstLightAlpha="No" />
<Sequence shader="leaf" technique="tLeafColor" firstLightAlpha="No" />
<Sequence shader="tree" technique="tTreeColor" firstLightAlpha="No" mvpOnly="Yes"/>
</Phase>
<Phase name="alpha" shader="phases" technique="tPhaseAlpha" sort="BackToFront" lightMode="Shader">
<Sequence shader="alpha" technique="tStaticAlphaColor" firstLightAlpha="Yes" mvpOnly="Yes" />
<Sequence shader="alpha_uvanimation" technique="tUVAnimationAlpha" firstLightAlpha="Yes" mvpOnly="Yes" />
<Sequence shader="alpha_soft" technique="tSoftAlphaColor" firstLightAlpha="Yes" mvpOnly="Yes" />
<Sequence shader="alpha2" technique="tStaticAlpha2Color" firstLightAlpha="Yes" mvpOnly="Yes"/>
<Sequence shader="skinned_alpha" technique="tSkinnedAlphaColor" firstLightAlpha="Yes" mvpOnly="Yes"/>
<Sequence shader="environment_alpha" technique="tEnvironmentAlphaColor" firstLightAlpha="Yes" mvpOnly="Yes"/>
</Phase>
<Phase name="alpha" shader="phases" techniqe="tPhaseAlpha" sort="BackToFront" lightMode="Off">
<Sequence shader="particle" technique="tParticleColor" firstLightAlpha="Yes"/>
</Phase>-->
</Pass>
<!-- compose the final frame -->
<Pass name="DepthCompose" shader="waterdepthcompose" technique="tWaterDepthCompose" renderTarget="Refraction" drawQuad="Yes">
<Texture name="DiffMap0" value="Refraction" />
<Texture name="DiffMap1" value="Depth" />
</Pass>
</Section>
</RenderPath>
See more files for this project here
Realtime 3D game/visualization engine, written in C++, scriptable through Tcl/Tk, Python and Lua. Supports D3D and OpenGL for rendering, runs under Linux and Windows.
Project homepage:
http://sourceforge.net/projects/nebuladevice
Programming language(s): C,C++,Python
License: other
2.0/
asim.fx
cegui.fx
gui.fx
hdr.fx
occlusionquery.fx
ocean.fx
passes.fx
phases.fx
shaders.fx
shadow.fx
shadow_copy.fx
shape.fx
shared.fx
sky.fx
stencil_plane.fx
treeshader.fx
underwaterground.fx
fixed/
asim.fx
cegui.fx
gui.fx
passes.fx
phases.fx
shaders.fx
shadow.fx
shape.fx
shared.fx
stencil_plane.fx
underwaterground.fx
water.fx
lib/
lib.fx
randtable.fx
sphericallighting.fx
dx7_renderpath.xml
dx9_renderpath.xml
dx9hdr_renderpath.xml
filter.xml
shaders.xml