fragment_program DeferredShading/post/Ambient_ps cg { source DeferredShading/post/Ambient_ps.cg profiles ps_2_0 arbfp1 entry_point main default_params { param_named_auto ambientColor ambient_light_colour 0 param_named_auto proj projection_matrix param_named_auto farClipDistance far_clip_distance } } fragment_program DeferredShading/post/ShowNormal_ps cg { source DeferredShading/post/ShowNormal_ps.cg profiles ps_2_0 arbfp1 entry_point main } fragment_program DeferredShading/post/ShowDS_ps cg { source DeferredShading/post/ShowDS_ps.cg profiles ps_2_0 arbfp1 entry_point main } fragment_program DeferredShading/post/ShowColour_ps cg { source DeferredShading/post/ShowColour_ps.cg profiles ps_2_0 arbfp1 entry_point main } fragment_program DeferredShading/post/ShowNormal_ps cg { source DeferredShading/post/ShowNormal_ps.cg profiles ps_2_0 arbfp1 entry_point main } fragment_program DeferredShading/post/ShowDS_ps cg { source DeferredShading/post/ShowDS_ps.cg profiles ps_2_0 arbfp1 entry_point main } fragment_program DeferredShading/post/ShowColour_ps cg { source DeferredShading/post/ShowColour_ps.cg profiles ps_2_0 arbfp1 entry_point main } // Auxiliary lights // cg vertex_program DeferredShading/post/LightMaterial_vs cg { source DeferredShading/post/LightMaterial_vs.cg profiles vs_1_1 arbvp1 entry_point main default_params { param_named_auto worldViewProj worldviewproj_matrix //param_named_auto invProj inverse_projection_matrix //param_named_auto vpWidth viewport_width //param_named_auto vpHeight viewport_height } } // Post processors vertex_program DeferredShading/post/vs cg { source DeferredShading/post/vs.cg profiles vs_1_1 arbvp1 entry_point main default_params { //param_named_auto invProj inverse_projection_matrix param_named_auto flip render_target_flipping param_named farCorner float3 1 1 1 } }