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dx9_renderpath.xml from The Nebula Device at Krugle


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<?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

The Nebula Device

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