ࡱ>    !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPRoot Entryb0@ @VersionQk0yf5mbKxtdbqwmAqkbqtgcRe8A22novlpO1tdbdcyAqkbar3sWg81010Pi\> e0(08\  description.Cg Transparency Shaderznb008@  Object CLSID AVI PreviewHX]}C ߑfȼIGAMLDPS4010X]}C ߑfȼRTLA0010DSNI3010SD3B4010mHX]}C ߑfȼ1+zg$ǒwwwހdɂހdɂހdɂހdɂ}iqG4!3n@+H:0].ѡ/Uy6HM}E ,9FNk#  _"xaP@g8h V[8\gLv2OO ]OKaw Brsg%Dy$WO qfIIIT3  ׀/S^Bz PersistedObject  6\z^H5ـךFT[fF:GTV+DtXzzHk79Fϑ]rI4N폳6KZ%e2?J|ۺKi*"K'nA[K'3R:L/T3EqM(Fi'3! NbcKvA%?9lw5O\t YD: n6łOdf)H6cgmatrix5789E:worldIT;<= > ??@ABCD?EFGHI?JKLM N?9u5PIQ"O%)|.6łOdfH6cgmatrix6789E:world;<=>??@ABCD?EFGHI?JKLM N?9Dt5QFy[jJFV2d6łOdfH6cgmatrix7789E:wvp;<=>??@ABCD?EFGHI?JKLM N?9r5Rk9 X0xJHМ-)1M{MH-cgprogram3./0E12 3 47/************************************* Sascha Robitzki http://www.renderregion.com/ *************************************/ void main( in float4 pos : POSITION, in float4 normal : NORMAL, in float2 texCoord0 : TEXCOORD0, in float4 tangent : TEXCOORD1, in float4 binormal : TEXCOORD2, out float4 hPos : HPOS, out float3 oNormal : TEXCOORD0, out float3 eyeVec : TEXCOORD1, out float2 oTexCoord0 : TEXCOORD2, out float3 oTangent : TEXCOORD3, out float3 oBinormal : TEXCOORD4, unifIGAMLDPS4010X]}C ߑfȼRTLA0010DSNI3010SD3B4010mHX]}C ߑfȼ1+zg$ǒwwwހdɂހdɂހdɂހdɂ}iqG4!3n@+H:0].ѡ/Uy6HM}E ,9FNk#  _"xaP@g8h V[8\gLv2OO ]OKaw Brsg%Dy$WO qfIIIT3  ׀/S^Bz FERD30106;CUCc^3s7AUnB+3s7AUnB+HCgVectorݽ;GF5iEpO~#SGᾈ!_DM/+Et)PMגxalpha FK?_&q@bPסϣIb3=*gؽ7-F\'͐5"W&N2._ ^V,JY֜ZV,JY֜ZHHcgcolor1ߵANlfeg%9'CFջ @yD_EAqmIM glassColor8 ИVK3pPE 5!$ {E}; rH D "ހdɂL?E #ހdɂL?E $ހdɂL?E %ހdɂE 5&hJCLO s3s7AUnB+Hcgvector10ErefractionIndex?5''X-Cs3s7AUnB+Hcgvector12ErefractionFactor5(MgJ>3s7AUnB+Hcgvector11EreflectionFactorfff?+5)=~? D>5*SÖ͸@`%_3s7AUnB+qHcgvector14Eblending?[5+#PP%C/_"3s7AUnB+uHcgvector15EbumpFactor@t5,&D JX]-)1M{)1M{[H-cgprogram2.TGmM/:qa.Hv0}q/"M d"E1AVLs'o4R?2u"qIL. 3*н Jm+ 47@//l/************************************* Sascha Robitzki http://www.renderregion.com/ *************************************/ void main( in float3 normal : TEXCOORD0, in float3 eyeVec : TEXCOORD1, in float2 texCoord0 : TEXCOORD2, in float3 tangent : TEXCOORD3, in float3 binormal : TEXCOORD4, out float4 oColor : COLOR, uniform float alpha, uniform float ambientFactor, uniform float blending, uniform float bumpFactor, uniform float refractionIndex, uniform float reflectionFactor, uniform float refractionFactor, uniform float4 glassColor, uniform sampler2D tex0, uniform sampler2D tex1, uniform samplerCUBE tex2, uniform samplerCUBE tex3) { float4 bumpMap = tex2D(tex1, texCoord0) * 2.0 - 1.0; bumpMap = bumpMap * bumpFactor; float3 bN = normalize(normal + bumpMap.x * tangent + bumpMap.y * binormal); float3 N = normalize(normal); float3 V = normalize(eyeVec); float3 R = reflect(V, N); float4 colorMap = tex2D(tex0, texCoord0); glassColor = lerp(glassColor, colorMap, blending); float4 reflection = texCUBE(tex2, float4(R, 1.0)); float4 reflectionColor = reflectionFactor * reflection * glassColor; float cosine = dot(V, bN); float sine = sqrt(1.0 - cosine * cosine); float sine2 = saturate(refractionIndex * sine); float cosine2 = sqrt(1.0 - sine2 * sine2); float3 x = - N; float3 y = normalize(cross(cross(V, N), N)); float3 T = y * sine2 + x * cosine2; float4 refraction = texCUBE(tex3, float4(- T, 1.0)); float4 refractionColor = refractionFactor * refraction * glassColor; float4 result = sine * reflectionColor + (1.0 - sine2) * refractionColor + sine2 * ambientFactor; oColor.rgb = result.rgb; oColor.a = alpha; }0z55"l^@o 9N B ? ,kJF}I?@Z=XLiy AGO(MJBY4GCl- 3@lSnZDSB}Ƙj?Eorm float4x4 wvp, uniform float4x4 world, uniform float4x4 worldIT, uniform float4x4 viewIT) { hPos = mul(wvp, pos); oNormal = mul(worldIT, normal).xyz; oTangent = mul(worldIT, tangent).xyz; oBinormal = mul(worldIT, binormal).xyz; float3 wPos = mul(world, pos).xyz; eyeVec = normalize(viewIT[3].xyz - wPos); oTexCoord0 = texCoord0; }0k5S-"J~ BT L8#> L8#>HTOGL13CubicTexture5U?W-Ka6гV->Q@:'8=W1IPu ;J@>EX"9#En:YQoA.D ZeUJ_MeVD [[RE: ~B/D \DT:F`wbD ]g!542H˹ҏc3D ^Ft|HfA`D _۾%{A)gE `e`$JE+{׀a񟳣FO6b8oOh cٌ@1 Y d~l A~,ʧroYeeP AFsΕP5fQ`b"=@_2H_D "E #E $E %?E Wg6gPo5iSmGRT$T L8#>HTOGL13CubicTexture6UVWEXYD ZD [D \D ]D ^D _E `abcdeP6hoBdu(J%ZCO_2H_D "E #E $E %?E Wf6ixݴ"&UAYj<$ۛM/W%<$ۛM/W%KIDNI3010<kM O˺+Texture_ProjectionHjOGL13Texture9l͡wM@KӔIwm%)B$2n3+@WIQEo-hV)=O[zwupSro*FL23]`D kqn ÊM.!{E rVtl Gwfs.+IݕNu;Z|\tȡA%U~?uEB O{v1BMYs Pw>%,6Ma#s/  xgT4qoIׂ~!P6yӱNwq2HqD "E #E $E %?E nc6zE'MBc?j<$ۛM/W%3,kTexture_ProjectionHjOGL13Texture10lmnEopD kqE rstuvw xP6{#0,^NQpCq2HqD "E #E $E %?E na |}9 )DiAb5tX]}C ߑfȼzHOGL13DrawE         a }[m/oFF4_;V,JY֜ZHcgcolor2EglassColor8 E P ~lJPM@vƇY 2H D "L?E #L?E $L?E %E _ a6NXtO/i3s7AUnB+Hcgvector16ErefractionIndex?^ quyLC/KQ3s7AUnB+Hcgvector18ErefractionFactor] `-Mj3s7AUnB+Hcgvector17EreflectionFactorfff? ] s0,tB_Q3s7AUnB+{Hcgvector19EambientFactorL> \ uSAT$ȒT3s7AUnB+qHcgvector20Eblending?=[ !@o_F,3s7AUnB+uHcgvector21EbumpFactor@VZ BÅ:-)1M{ H-cgprogram4./0E12 3 4j/************************************* Sascha Robitzki http://www.renderregion.com/ *************************************/ void main( in float3 normal : TEXCOORD0, in float3 eyeVec : TEXCOORD1, in float2 texCoord0 : TEXCOORD2, in float3 tangent : TEXCOORD3, in float3 binormal : TEXCOORD4, out float4 oColor : COLOR, uniform float ambientFactor, uniform float blending, uniform float bumpFactor, uniform float refractionIndex, uniform float reflectionFactor, uniform float refractionFactor, uniform float4 glassColor, uniform sampler2D tex0, uniform sampler2D tex1, uniform samplerCUBE tex2, uniform samplerCUBE tex3) { float4 bumpMap = tex2D(tex1, texCoord0) * 2.0 - 1.0; bumpMap = bumpMap * bumpFactor; float3 bN = normalize(normal + bumpMap.x * tangent + bumpMap.y * binormal); float3 N = normalize(normal); float3 V = normalize(eyeVec); float3 R = reflect(V, N); float4 colorMap = tex2D(tex0, texCoord0); glassColor = lerp(glassColor, colorMap, blending); float4 reflection = texCUBE(tex2, float4(R, 1.0)); float4 reflectionColor = reflectionFactor * reflection * glassColor; float cosine = dot(V, bN); float sine = sqrt(1.0 - cosine * cosine); float sine2 = saturate(refractionIndex * sine); float cosine2 = sqrt(1.0 - sine2 * sine2); float3 x = - N; float3 y = normalize(cross(cross(V, N), N)); float3 T = y * sine2 + x * cosine2; float4 refraction = texCUBE(tex3, float4(- T, 1.0)); float4 refractionColor = refractionFactor * refraction * glassColor; float4 result = sine * reflectionColor + (1.0 - sine2) * refractionColor + sine2 * ambientFactor; oColor.rgb = result.rgb; oColor.a = 1.0; }0+L ETf6łOdf'H6cgmatrix8789E:viewIT;<= > ??@ABCD?EFGHI?JKLM N?9J  QHN76łOdf)H6cgmatrix9789E:worldIT;<= > ??@ABCD?EFGHI?JKLM N?9H U6trN"p'R6łOdfH6cgmatrix10789E:world;<=>??@ABCD?EFGHI?JKLM N?9hG ODOcb뽍6łOdfH6cgmatrix11789E:wvp;<=>??@ABCD?EFGHI?JKLM N?9E lxr;G'%!-)1M{MH-cgprogram5./0E12 3 47/************************************* Sascha Robitzki http://www.renderregion.com/ *************************************/ void main( in float4 pos : POSITION, in float4 normal : NORMAL, in float2 texCoord0 : TEXCOORD0, in float4 tangent : TEXCOORD1, in float4 binormal : TEXCOORD2, out float4 hPos : HPOS, out float3 oNormal : TEXCOORD0, out float3 eyeVec : TEXCOORD1, out float2 oTexCoord0 : TEXCOORD2, out float3 oTangent : TEXCOORD3, out float3 oBinormal : TEXCOORD4, uniform float4x4 wvp, uniform float4x4 world, uniform float4x4 worldIT, uniform float4x4 viewIT) { hPos = mul(wvp, pos); oNormal = mul(worldIT, normal).xyz; oTangent = mul(worldIT, tangent).xyz; oBinormal = mul(worldIT, binormal).xyz; float3 wPos = mul(world, pos).xyz; eyeVec = normalize(viewIT[3].xyz - wPos); oTexCoord0 = texCoord0; }0#> H:{ONoe8T L8#>HTOGL13CubicTexture7UVWEXYD ZD [D \D ]D ^D _E `abcdeP zv9lD nHTOGL13CubicTexture8UVWEXYD ZD [D \D ]D ^D _E `abcdeP cQ+hHMhͽE_2H_D "E #E $E %?E W -M ZKQipj<$ۛM/W%3,kTexture_ProjectionHjOGL13Texture11lmnEopD kqE rst?uvw  xP9Ԣ|L2q2HqD "E #E $E %?E n\  "=,ASkBj<$ۛM/W%3,kTexture_ProjectionHjOGL13Texture12lmnEopD kqE rstuvw xPO/8 A\{|q2HqD "E #E $E %?E p @PWKAd+l]H"[ZpPLCI2010HDefault_color_tga6zZp2A,'_Zp-Kҧ]Zpބ6!]Zp6!]ZpKuGh -Kҧ]Zpބ6!]Zp6!]Zpd6!]Zpd6!]Zp-Kҧ]Zpބ6!]Zp6!]Zp6!]Zp6!]Zp6!]Zp 6!]Zp 6!]Zp sHK'Z?6!]Zp Gron0}cFKZpބ`IZpaIZpN2IZp0pZpބ0pZp 0pZp @BAeeRILzP؇`waX8-LLiF`lztER_) HJ'OC, O~(O@cХtzZp!HDefault_color_tgaj QwZp Au]$ǎ0bp1000textures\Default_color.tga#C:\!AUTO\textures\Default_color.tgaA2000aFZp zTZp |H*B_yB)o;>CMIT4010Hr;>s;>v;>w;>x;>y;>z;>{;>|;>};>~;>;>;>;> ;P;> ;P;>i1*g Q`i`6CFD30010 Q`i`6UC1010P贁N?{Gz?o @o @N贁N?o @{Gz?o @`gVu,g c' at} 4qpDfNTV SJ  IUTR0010ڌҐIUTR0010ڌҐp,8CQ1B61I֍PLCI2010HDefault_bump_normal_tga dd ? 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