ࡱ>    !"#$%&'()*+,-.Root EntryblcVersionQk0yf5mbKxtdbqwmAqkbqtgcRe8A22novlpO1tdbdcyAqkbar3sWg81010Pi\> e0h(08\  descriptionznb008@  Object CLSID AVI PreviewHX]}C ߑfȼPersistedObject  RHBOGL13TexCoordCo5DebD4S1÷L$3WXqEI^N>Q8ʪEFj:XDc}>ٌGcr5EFPH:Ex&G㗕IYJnM9%s݃JY5IU5lKT"2E)PL#BC M=q CHޱiɽNBR,CBAWZOȔ* C/2j}P>{.txOW0Q!g0J嚌4 R١O/lTSw6u%F!h&?T6-u;=JW\? UYmAFOڟ?E<Vթ3cI3>17W<$ۛM/W%<$ۛM/W%IDNI3010HWOGL13TextureX͡wM@KӔIwY%)B$2Z3+@WIQE[-hV)=O[zwu\Sro*FL23]`D ]M O˺+^n ÊM.!{E _Vtl Gwf`.+IݕNu;Z|\aȡA%U~bEB O{c1BMYs Pd>%,6Ma#s/egT4qoIׂ~!Pfiê*3@9uK^2H^D E E E ?E Z6g& O?Z>X]}C ߑfȼfHOGL13DrawE    5h7Z qD`0)1M{ Hcgprogram1 E!" # $U/************************************************** This shader will render hatching lines Sascha Robitzki http://www.renderregion.com/net/net.htm Fragment Program fp30 profile **************************************************/ void main( in float2 texCoord0 : TEXCOORD0, in float2 texCoord2 : TEXCOORD2, in float4 w : TEXCOORD3, in float s : TEXCOORD4, out float4 oColor : COLOR, uniform sampler2D tex0, uniform sampler2D tex1, uniform sampler2D tex2) { float2 rand = tex2D(tex2, texCoord2).xy; texCoord0.x = texCoord0.x + rand.x; texCoord0.y = texCoord0.y + rand.y; float3 dif0 = tex2D(tex0, texCoord0).rrr; float3 dif1 = tex2D(tex0, texCoord0).ggg; float3 dif2 = tex2D(tex0, texCoord0).bbb; float3 dif3 = tex2D(tex1, texCoord0).rrr; float3 dif4 = tex2D(tex1, texCoord0).ggg; float3 dif5 = tex2D(tex1, texCoord0).bbb; float s0 = smoothstep(0.8, 1.0, s); float s1 = smoothstep(0.6, 0.8, s); float s2 = smoothstep(0.4, 0.6, s); float s3 = smoothstep(0.2, 0.4, s); float s4 = smoothstep(0.0, 0.2, s); float3 mixIGAMLDPS4010X]}C ߑfȼRTLA0010DSNI3010SD3B4010hHX]}C ߑfȼ1+zg$ǒpenandinkAހdɂހdɂހdɂހdɂ}iqG4!3n@+H:0].ѡ/Uy6HM}E ,9FNk#  _"xaP@g8h V[8\gLv2OO ]OKaw Brsg%Dy$WOрqfIIIT3׀/S^BzFERD3010!P-%n4K[K$oV,JY֜ZV,JY֜Z<HCgColorߵANlfeg%9'CFջ @yD_EAqmIM sColor8ИVK3pPE h|Z{H+0:VrHD ހdɂ?E ހdɂ?E ހdɂ?E ހdɂE bN4˒B~z"j)1M{)1M{eHCgprogram2TGmM:qa.Hv }q/"M d"E!AVLs'o4R?"u"qIL. #*н Jm+ $7@///************************************************** This is an implementation of contour shading Sascha Robitzki http://www.renderregion.com/net/net.htm Fragment Program fp30 profile **************************************************/ void main( in float edge : TEXCOORD0, out float4 color : COL, uniform float4 sColor, uniform sampler2D edgeRamp) { float finalEdge = tex2D(edgeRamp, edge.xx).x; color = finalEdge * sColor; } zI%\\kj'E:̴&łOdfłOdfH&CgMatrix3'`%D #P(bcKvA%?)VF?^:m@ fG&łOdf#H&CgMatrix4'()E*wvIT+,- . /?01234?56789?:;<= >?)D@K7Mg)1M{HCgprogram3 E!" # $#/************************************************** This is an implementation of contour shading Sascha Robitzki http://www.renderregion.com/net/net.htm Vertex Program vp30 profile **************************************************/ void main( in float4 position : POSITION, in float3 normal : NORMAL, out float4 hPos : HPOS, out float edge : TEXCOORD0, uniform float4x4 wvp, uniform float4x4 wvIT) { hPos = mul(wvp, position); float3 V = normalize(wvIT[3] - position.xyz); float3 N = normalize(normal); edge = max(0, dot(V, N)); } n?A5G;iH=BF lSDVF lSDV0 = (w.x >= 1) ? lerp(dif1, dif0, s0) : lerp(dif2, dif1, s1); float3 mix1 = (w.y >= 1) ? mix0 : lerp(dif3, dif2, s2); float3 mix2 = (w.z >= 1) ? mix1 : lerp(dif4, dif3, s3); float3 mix3 = (w.w >= 1) ? mix2 : lerp(dif5, dif4, s4); oColor.rgb = mix3; oColor.a = 1.0; } d*i!,\|G2Cr7j3s7AUnB+3s7AUnB+Hjcgvectorkݽ;GF5iElpO~#SGᾈm!_DM/+Ent)PMגxspeco FKp_&q@bqPסϣIb3=*grؽ7-F\'m(st! ::BE?pI&łOdfH&cgmatrix'()E*wvIT+,- . /?01234?56789?:;<= >?)o'tEA+>KX&łOdfH&CgMatrix2'()E*wvp+,-./?01234?56789?:;<= >?)%ub^pC&łOdfH&CgMatrix1'()E*wI+,- . /?01234?56789?:;<= >?)Z$v4BKQ,c@[w鿏.6jOV2Ł鿏.6jOV2Ł-HwCgLightTrackerxjGA >E/V yT9BbJ'M~zp,K(O[߹E{D$u2K{^1|duEM?'eh}%;l CKT/Q_~ӵM7A^Դ!f\v(McR[ZC:T2`݌MRDfO,SMH^zGZJgŸLnO1*MM7$b_L{{BźFL h,|C -qC-n 7Ϯ5FHcFhlightDirDw(Ge/\S0ICTt-+HjCьԝ0YEK Gq2;JNDh f,YF /6z!Ύe1 TM\<쪥)1M{Q HCgprogram E!" # $G/************************************************** This shader will render hatching lines Sascha Robitzki http://www.renderregion.com/net/net.htm Vertex Program vp30 profile **************************************************/ void main( in float4 position : POSITION, in float4 normal : NORMAL, in float2 texCoord0 : TEXCOORD0, in float2 texCoord2 : TEXCOORD2, out float4 hPos : HPOS, out float2 oTexCoord0 : TEXCOORD0, out float2 oTexCoord2 : TEXCOORD2, out float4 w : TEXCOORD3, out float s : TEXCOORD4, uniform float4x4 wvp, uniform float4x4 wvIT, uniform float4x4 wI, uniform float4 lightDir, uniform float4 spec) { hPos = mul(wvp, position); oTexCoord0 = texCoord0; oTexCoord2 = texCoord2; float4 L = normalize(mul(wI, lightDir)); float diffuse = dot(L , normal); float df = max(0, diffuse); float4 V = normalize(wvIT[3] - position); float4 H = normalize(L + V); float sf = pow(max(0, dot(normal, H)), spec.x); if (df <= 0) sf = 0; s = df * sf; w.x = (s >= 0.8) ? 1 : 0; w.y = (s >= 0.6) ? 1 : 0; w.z = (s >= 0.4) ? 1 : 0; w.w = (s >= 0.2) ? 1 : 0; } ]B(L>n8BF lSDVHBOGL13TexCoord6CDEEFGHIJKL MNOPQRS?T? 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