Switch building.eff to the ubershader.
Tweak building lightmap to work with ubershader. Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
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2 changed files with 106 additions and 140 deletions
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/building</name>
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<inherits-from>Effects/model-default</inherits-from>
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<name>Effects/building
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</name>
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<inherits-from>Effects/model-combined-deferred</inherits-from>
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<parameters>
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<texture n="0">
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<active>true</active>
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<type>2d</type>
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<internal-format>normalized</internal-format>
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<!-- Normal Map -->
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<normalmap-enabled type="int"> 0 </normalmap-enabled>
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<normalmap-dds type="int"> 0 </normalmap-dds>
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<normalmap-tiling type="float"> 1.0 </normalmap-tiling>
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<!-- Light Map -->
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<texture n="3">
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<image>Textures/buildings-lightmap.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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</texture>
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<texture n="1">
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<active>true</active>
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<type>2d</type>
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<internal-format>normalized</internal-format>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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</texture>
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<transparent>false</transparent>
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<lightmap-enabled type="int"> 1 </lightmap-enabled>
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<lightmap-multi type="int"> 0 </lightmap-multi>
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<lightmap-factor type="float" n="0">
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<use>/sim/time/sun-angle-rad</use>
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</lightmap-factor>
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<lightmap-color type="vec3d" n="0"> 0.3 0.3 0.3 </lightmap-color>
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<!--<lightmap-factor type="float" n="1">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="2">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="3">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>-->
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<!-- Reflection -->
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<reflection-enabled type="int"> 1 </reflection-enabled>
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<reflect-map-enabled type="int"> 1 </reflect-map-enabled>
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<reflection-correction type="float"> 0.10 </reflection-correction>
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<reflection-dynamic type="int"> 0 </reflection-dynamic>
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<reflection-fresnel type="float"> 0.0 </reflection-fresnel>
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<reflection-rainbow type="float"> 0.0 </reflection-rainbow>
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<reflection-noise type="float"> 0.0 </reflection-noise>
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<!--Ambient correction -->
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<ambient-correction type="float"> 0.0 </ambient-correction>
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<dirt-enabled type="int"> 0 </dirt-enabled>
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<dirt-color type="vec3d"> 0.0 0.0 0.0 </dirt-color>
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<dirt-factor type="float"> 0.0 </dirt-factor>
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<material>
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<active>true</active>
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<color-mode-uniform>1</color-mode-uniform>
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@ -41,105 +62,50 @@
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<shade-model>flat</shade-model>
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<cull-face>back</cull-face>
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<rendering-hint>opaque</rendering-hint>
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<vertex-program-two-side>false</vertex-program-two-side>
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<!-- fog include -->
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<visibility>
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<use>/environment/ground-visibility-m</use>
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</visibility>
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<avisibility>
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<use>/environment/visibility-m</use>
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</avisibility>
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<lthickness>
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<use>/environment/ground-haze-thickness-m</use>
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</lthickness>
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<scattering>
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<use>/rendering/scene/scattering</use>
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</scattering>
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<terminator>
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<use>/environment/terminator-relative-position-m</use>
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</terminator>
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<fogtype>
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<use>/sim/rendering/shaders/skydome</use>
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</fogtype>
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<!-- END fog include -->
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<sun-angle>
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<use>/sim/time/sun-angle-rad</use>
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</sun-angle>
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</parameters>
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<!-- Override some of the default shaders so we can add emissive lighting -->
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<!-- Skydome -->
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<technique n="5">
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<pass n="0">
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<program n="0">
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<vertex-shader n="0">Shaders/terrain-haze.vert</vertex-shader>
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<fragment-shader n="0">Shaders/terrain-haze.frag</fragment-shader>
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</program>
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</pass>
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</technique>
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<!-- Rembrandt -->
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<!-- FredB: What is the purpose of that ? -->
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<technique n="10">
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<pass n="0">
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<program n="0">
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<vertex-shader n="0">Shaders/deferred-gbuffer.vert</vertex-shader>
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<fragment-shader n="0">Shaders/deferred-gbuffer.frag</fragment-shader>
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<fragment-shader n="1">Shaders/gbuffer-functions.frag</fragment-shader>
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<fragment-shader n="2">Shaders/gbuffer-encode.frag</fragment-shader>
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</program>
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</pass>
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</technique>
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<!-- Default shader -->
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<technique n="11">
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<pass n="0">
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<texture-unit n="1">
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<!-- Emissive texture-->
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<unit>1</unit>
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<!-- If there is a texture, the type in the derived effect
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will be "2d". -->
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<type>
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<use>texture[1]/type</use>
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</type>
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<technique n="8">
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<pass>
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<texture-unit n="4">
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<unit>4</unit>
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<image>
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<use>texture[1]/image</use>
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<use>texture[3]/image</use>
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</image>
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<filter>
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<use>texture[1]/filter</use>
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<use>texture[3]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[1]/wrap-s</use>
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<use>texture[3]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[1]/wrap-t</use>
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<use>texture[3]/wrap-t</use>
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</wrap-t>
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<!--
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<internal-format>
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<use>texture[1]/internal-format</use>
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<use>texture[3]/internal-format</use>
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</internal-format>
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</texture-unit>
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</pass>
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</technique>
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<technique n="9">
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<pass>
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<texture-unit n="4">
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<unit>4</unit>
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<image>
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<use>texture[3]/image</use>
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</image>
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<filter>
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<use>texture[3]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[3]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[3]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[3]/internal-format</use>
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</internal-format>
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-->
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</texture-unit>
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<program n="0">
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<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
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<!--fog include-->
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<vertex-shader n="1">Shaders/default.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<!--fog include-->
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<fragment-shader n="1">Shaders/building-default.frag</fragment-shader>
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</program>
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<uniform n="9">
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<name>lightmap</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform n="10">
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<name>sunangle</name>
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<type>float</type>
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<value>
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<use>sun-angle</use>
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</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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