fragment_program SSAO/Crytek_fp_hlsl hlsl { source Crytek.cg entry_point Crytek_fp target ps_3_0 } fragment_program SSAO/Crytek_fp_cg cg { source Crytek.cg entry_point Crytek_fp profiles ps_3_0 arbfp1 } fragment_program SSAO/Crytek_fp_glsl glsl { source CrytekFP.glsl default_params { param_named sSceneDepthSampler int 0 param_named sRotSampler4x4 int 1 } } fragment_program SSAO/Crytek_fp unified { delegate SSAO/Crytek_fp_glsl delegate SSAO/Crytek_fp_hlsl delegate SSAO/Crytek_fp_cg } material SSAO/Crytek { technique { pass { depth_check off vertex_program_ref Ogre/Compositor/StdQuad_vp {} fragment_program_ref SSAO/Crytek_fp { param_named_auto cViewportSize viewport_size param_named_auto farClipDistance far_clip_distance param_named_auto cFov fov param_named cSampleInScreenspace float 0 param_named cSampleLengthScreenSpace float 0.06 param_named cSampleLengthWorldSpace float 2 param_named cOffsetScale float 0.05 param_named cDefaultAccessibility float 0.5 param_named cEdgeHighlight float 2 } texture_unit { content_type compositor SSAO/GBuffer mrt 0 tex_address_mode clamp filtering none } texture_unit { // texture regularSphere4.png texture regularSphereJittered4.png // texture regularSphereOctant4.png // texture regularSphereJitteredOctant4.png // texture rand4x4.png tex_address_mode wrap filtering none } } } }