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|
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!DOCTYPE RENDER_MONKEY [
<!ELEMENT RENDER_MONKEY
(
RmEffectWorkspace |
RmRegistryBranch |
RmClipboardNode
)?>
<!ELEMENT RmEffectWorkspace
(
RmRegistryBranch?,
RmPlugInData?,
RmStringVariable*,
(
( RmDirectXEffect, RmOpenGLEffect?, RmOpenGLESEffect? ) |
( RmOpenGLEffect, RmDirectXEffect?, RmOpenGLESEffect? ) |
( RmOpenGLESEffect, RmDirectXEffect?, RmOpenGLEffect? )
)?,
(
RmBooleanVariable |
RmIntegerVariable |
RmFloatVariable |
RmVectorVariable |
RmMatrixVariable |
RmDynamicVariable |
RmColorVariable |
Rm2DTextureVariable |
RmCubemapVariable |
Rm3DTextureVariable |
RmLightVariable |
RmMaterialVariable |
RmRenderableTexture |
RmStreamMap |
RmModelData |
RmEffectGroup
)*
)>
<!ELEMENT RmEffectGroup
(
RmPlugInData?,
(
RmStringVariable |
RmDirectXEffect |
RmOpenGLEffect |
RmOpenGLESEffect |
RmBooleanVariable |
RmIntegerVariable |
RmFloatVariable |
RmVectorVariable |
RmMatrixVariable |
RmDynamicVariable |
RmColorVariable |
Rm2DTextureVariable |
RmCubemapVariable |
Rm3DTextureVariable |
RmLightVariable |
RmMaterialVariable |
RmRenderableTexture |
RmStreamMap |
RmModelData
)*
)>
<!ELEMENT RmDirectXEffect
(
RmPlugInData?,
(
RmStringVariable |
RmCamera |
RmBooleanVariable |
RmIntegerVariable |
RmFloatVariable |
RmVectorVariable |
RmMatrixVariable |
RmDynamicVariable |
RmColorVariable |
Rm2DTextureVariable |
RmCubemapVariable |
Rm3DTextureVariable |
RmLightVariable |
RmMaterialVariable |
RmRenderableTexture |
RmStreamMap |
RmModelData |
RmPass
)*
)>
<!ELEMENT RmOpenGLEffect
(
RmPlugInData?,
(
RmStringVariable |
RmCamera |
RmBooleanVariable |
RmIntegerVariable |
RmFloatVariable |
RmVectorVariable |
RmMatrixVariable |
RmDynamicVariable |
RmColorVariable |
Rm2DTextureVariable |
RmCubemapVariable |
Rm3DTextureVariable |
RmLightVariable |
RmMaterialVariable |
RmRenderableTexture |
RmStreamMap |
RmModelData |
RmGLPass
)*
)>
<!ELEMENT RmOpenGLESEffect
(
RmPlugInData?,
(
RmStringVariable |
RmCamera |
RmBooleanVariable |
RmIntegerVariable |
RmFloatVariable |
RmVectorVariable |
RmMatrixVariable |
RmDynamicVariable |
RmColorVariable |
Rm2DTextureVariable |
RmCubemapVariable |
Rm3DTextureVariable |
RmLightVariable |
RmMaterialVariable |
RmRenderableTexture |
RmStreamMap |
RmModelData |
RmGLESPass
)*
)>
<!ELEMENT RmPass
(
RmPlugInData?,
RmStringVariable*,
RmCameraReference?,
RmModelReference?,
RmRenderStateBlock?,
(
(
( RmHLSLShader | RmShader ),
( RmShader | RmHLSLShader )?
)
)?,
RmRenderTarget*,
RmStreamMapReference?,
(
RmBooleanVariable |
RmIntegerVariable |
RmFloatVariable |
RmVectorVariable |
RmMatrixVariable |
RmDynamicVariable |
RmColorVariable |
Rm2DTextureVariable |
RmCubemapVariable |
Rm3DTextureVariable |
RmLightVariable |
RmMaterialVariable |
RmTextureObject |
RmLightObject |
RmMaterialObject
)*
)>
<!ELEMENT RmGLPass
(
RmPlugInData?,
RmStringVariable*,
RmCameraReference?,
RmModelReference?,
RmRenderStateBlock?,
(
( RmGLShader, RmGLShader? )
)?,
RmRenderTarget?,
RmStreamMapReference?,
(
RmBooleanVariable |
RmIntegerVariable |
RmFloatVariable |
RmVectorVariable |
RmMatrixVariable |
RmDynamicVariable |
RmColorVariable |
Rm2DTextureVariable |
RmCubemapVariable |
Rm3DTextureVariable |
RmLightVariable |
RmMaterialVariable |
RmTextureObject |
RmLightObject |
RmMaterialObject |
RmShaderConstant |
RmSampler
)*
)>
<!ELEMENT RmGLESPass
(
RmPlugInData?,
RmStringVariable*,
RmCameraReference?,
RmModelReference?,
RmRenderStateBlock?,
(
( RmGLESShader, RmGLESShader? )
)?,
RmRenderTarget?,
RmStreamMapReference?,
(
RmBooleanVariable |
RmIntegerVariable |
RmFloatVariable |
RmVectorVariable |
RmMatrixVariable |
RmDynamicVariable |
RmColorVariable |
Rm2DTextureVariable |
RmCubemapVariable |
Rm3DTextureVariable |
RmLightVariable |
RmMaterialVariable |
RmTextureObject |
RmLightObject |
RmMaterialObject |
RmShaderConstant |
RmSampler
)*
)>
<!ELEMENT RmShader
(
RmShaderCode,
RmPlugInData?,
(
RmStringVariable |
RmShaderConstant
)*
)>
<!ELEMENT RmHLSLShader
(
RmShaderCode,
RmPlugInData?,
(
RmStringVariable |
RmShaderConstant |
RmSampler
)*
)>
<!ELEMENT RmGLShader
(
RmShaderCode,
RmPlugInData?,
(
RmStringVariable
)*
)>
<!ELEMENT RmGLESShader
(
RmShaderCode,
RmPlugInData?,
(
RmStringVariable
)*
)>
<!ELEMENT RmTextureObject
(
RmPlugInData?,
RmStringVariable*,
RmTextureReference?,
RmState*
)>
<!ELEMENT RmLightObject
(
RmPlugInData?,
RmStringVariable*,
RmLightReference?
)>
<!ELEMENT RmMaterialObject
(
RmPlugInData?,
RmStringVariable*,
RmMaterialReference?
)>
<!ELEMENT RmRenderStateBlock
(
RmPlugInData?,
(
RmStringVariable |
RmState
)*
)>
<!ELEMENT RmStreamMap
(
RmPlugInData?,
(
RmStringVariable |
RmStream
)*
)>
<!ELEMENT RmStream ( RmPlugInData?, RmStreamChannel* )>
<!ELEMENT RmModelData ( RmPlugInData?, RmStringVariable* )>
<!ELEMENT RmTextureReference ( RmPlugInData?, RmStringVariable* )>
<!ELEMENT RmLightReference ( RmPlugInData?, RmStringVariable* )>
<!ELEMENT RmMaterialReference ( RmPlugInData?, RmStringVariable* )>
<!ELEMENT RmCameraReference ( RmPlugInData?, RmStringVariable* )>
<!ELEMENT RmModelReference ( RmPlugInData?, RmStringVariable* )>
<!ELEMENT RmStreamMapReference ( RmPlugInData?, RmStringVariable* )>
<!ELEMENT RmRenderableTexture ( RmPlugInData?, RmStringVariable* )>
<!ELEMENT RmRenderTarget ( RmPlugInData?, RmStringVariable* )>
<!ELEMENT RmBooleanVariable ( RmPlugInData?, RmStringVariable? )>
<!ELEMENT RmFloatVariable ( RmPlugInData?, RmStringVariable? )>
<!ELEMENT RmVectorVariable ( RmPlugInData?, RmStringVariable? )>
<!ELEMENT RmMatrixVariable ( RmPlugInData?, RmStringVariable? )>
<!ELEMENT RmColorVariable ( RmPlugInData?, RmStringVariable? )>
<!ELEMENT RmIntegerVariable ( RmPlugInData?, RmStringVariable? )>
<!ELEMENT Rm2DTextureVariable ( RmPlugInData?, RmStringVariable? )>
<!ELEMENT RmCubemapVariable ( RmPlugInData?, RmStringVariable? )>
<!ELEMENT Rm3DTextureVariable ( RmPlugInData?, RmStringVariable? )>
<!ELEMENT RmLightVariable ( RmPlugInData?, RmStringVariable? )>
<!ELEMENT RmMaterialVariable ( RmPlugInData?, RmStringVariable? )>
<!ELEMENT RmCamera ( RmPlugInData?, RmStringVariable* )>
<!ELEMENT RmStringVariable ( RmTextDataBlock, RmPlugInData? )>
<!ELEMENT RmDynamicVariable
(
RmDynamicVariableValueContainer,
RmPlugInData?,
RmStringVariable?
)>
<!ELEMENT RmDynamicVariableValueContainer
(
RmPlugInData?,
RmDynamicVariableValue*
)>
<!ELEMENT RmTextDataBlock ( #PCDATA ) >
<!ELEMENT RmRegistryBranch
(
RmTextDataBlock?,
(
RmRegistryBranch |
RmStringVariable |
RmIntegerVariable |
RmBooleanVariable |
RmFloatVariable
)*
)>
<!ELEMENT RmPlugInData
(
RmTextDataBlock?,
(
RmStringVariable |
RmIntegerVariable |
RmBooleanVariable |
RmFloatVariable |
RmVectorVariable
)*
)>
<!ELEMENT RmClipboardNode
(
RmTextDataBlock?,
(
RmEffectWorkspace |
RmEffectGroup |
RmDirectXEffect |
RmOpenGLEffect |
RmOpenGLESEffect |
RmPass |
RmGLPass |
RmGLESPass |
RmShader |
RmHLSLShader |
RmGLShader |
RmGLESShader |
RmShaderConstant |
RmSampler |
RmTextureObject |
RmLightObject |
RmMaterialObject |
RmRenderStateBlock |
RmState |
RmStreamMap |
RmStream |
RmStreamChannel |
RmModelData |
RmTextureReference |
RmLightReference |
RmMaterialReference |
RmModelReference |
RmStreamMapReference |
RmRenderableTexture |
RmRenderTarget |
RmBooleanVariable |
RmFloatVariable |
RmVectorVariable |
RmMatrixVariable |
RmDynamicVariable |
RmDynamicVariableValue |
RmColorVariable |
RmIntegerVariable |
RmStringVariable |
Rm2DTextureVariable |
RmCubemapVariable |
Rm3DTextureVariable |
RmLightVariable |
RmMaterialVariable |
RmRegistryBranch |
RmPlugInData |
RmCamera |
RmCameraReference
)*
)>
<!ELEMENT RmStreamChannel ( RmPlugInData? ) >
<!ELEMENT RmShaderConstant ( RmPlugInData? ) >
<!ELEMENT RmSampler ( RmPlugInData? ) >
<!ELEMENT RmState ( RmPlugInData? ) >
<!ELEMENT RmDynamicVariableValue ( RmPlugInData? ) >
<!ELEMENT RmShaderCode ( #PCDATA ) >
<!ATTLIST RmEffectWorkspace
NAME CDATA #REQUIRED
API CDATA #REQUIRED
ACTIVE_EFFECT CDATA #REQUIRED
VALIDATION_STRING CDATA #REQUIRED
XML_VERSION CDATA #REQUIRED
>
<!ATTLIST RmEffectGroup
NAME CDATA #REQUIRED
API CDATA #REQUIRED
>
<!ATTLIST RmDirectXEffect
NAME CDATA #REQUIRED
API CDATA #REQUIRED
ACTIVE_CAMERA CDATA #REQUIRED
>
<!ATTLIST RmOpenGLEffect
NAME CDATA #REQUIRED
API CDATA #REQUIRED
ACTIVE_CAMERA CDATA #REQUIRED
>
<!ATTLIST RmOpenGLESEffect
NAME CDATA #REQUIRED
API CDATA #REQUIRED
ACTIVE_CAMERA CDATA #REQUIRED
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API CDATA #REQUIRED
PASS_INDEX CDATA #REQUIRED
ENABLED ( TRUE | FALSE ) #REQUIRED
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API CDATA #REQUIRED
PASS_INDEX CDATA #REQUIRED
ENABLED ( TRUE | FALSE ) #REQUIRED
>
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PASS_INDEX CDATA #REQUIRED
ENABLED ( TRUE | FALSE ) #REQUIRED
>
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API CDATA #REQUIRED
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PIXEL_SHADER ( TRUE | FALSE ) #REQUIRED
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PIXEL_SHADER ( TRUE | FALSE ) #REQUIRED
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API CDATA #REQUIRED
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API CDATA #REQUIRED
ARTIST_EDITABLE ( TRUE | FALSE ) #REQUIRED
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RENDER_TO_SCREEN ( TRUE | FALSE ) #REQUIRED
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CLEAR_COLOR_VALUE CDATA #REQUIRED
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VARIABLE_SEMANTIC CDATA #REQUIRED
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ARTIST_EDITABLE ( TRUE | FALSE ) #REQUIRED
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VALUE_3 CDATA #REQUIRED
MIN CDATA #REQUIRED
MAX CDATA #REQUIRED
CLAMP ( TRUE | FALSE ) #REQUIRED
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ARTIST_EDITABLE ( TRUE | FALSE ) #REQUIRED
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ARTIST_EDITABLE ( TRUE | FALSE ) #REQUIRED
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ARTIST_EDITABLE ( TRUE | FALSE ) #REQUIRED
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ARTIST_EDITABLE ( TRUE | FALSE ) #REQUIRED
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ARTIST_EDITABLE ( TRUE | FALSE ) #REQUIRED
VARIABLE_SEMANTIC CDATA #REQUIRED
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API CDATA #REQUIRED
ARTIST_EDITABLE ( TRUE | FALSE ) #REQUIRED
VARIABLE_SEMANTIC CDATA #REQUIRED
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API CDATA #REQUIRED
ARTIST_EDITABLE ( TRUE | FALSE ) #REQUIRED
VARIABLE_SEMANTIC CDATA #REQUIRED
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API CDATA #REQUIRED
ARTIST_EDITABLE ( TRUE | FALSE ) #REQUIRED
VARIABLE_SEMANTIC CDATA #REQUIRED
LIGHT_ENABLED ( TRUE | FALSE ) #REQUIRED
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AMBIENT_2 CDATA #REQUIRED
AMBIENT_3 CDATA #REQUIRED
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SPECULAR_1 CDATA #REQUIRED
SPECULAR_2 CDATA #REQUIRED
SPECULAR_3 CDATA #REQUIRED
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DIRECTION_2 CDATA #REQUIRED
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API CDATA #REQUIRED
ARTIST_EDITABLE ( TRUE | FALSE ) #REQUIRED
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SPECULAR_3 CDATA #REQUIRED
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XML_VERSION CDATA #REQUIRED
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XML_VERSION CDATA #REQUIRED
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CAMERA_POSITION_X CDATA #REQUIRED
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FAR_CLIP_PLANE CDATA #REQUIRED
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API CDATA #REQUIRED
USE_ACTIVE_CAMERA ( TRUE | FALSE ) #REQUIRED
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varying vec2 v_texCoord;
void main( void )
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varying vec2 v_texCoord;
void main( void )
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<RmRenderTarget NAME="renderTexture" API="" INDEX="0" RENDER_TO_SCREEN="FALSE" COLOR_CLEAR="TRUE" DEPTH_CLEAR="TRUE" CLEAR_COLOR_VALUE="786431" DEPTH_CLEAR_VALUE="1.000000"/>
<RmStreamMapReference NAME="Stream Mapping" API=""/>
<RmTextureObject NAME="baseMap" API="OpenGL ES" STATE_INDEX="0" VERTEX_TEXTURE="FALSE">
<RmTextureReference NAME="base" API=""/>
<RmState NAME="GL_TextureMinify" API="OpenGL ES" STATE="4" VALUE="6" USAGE="SAMPLER_STATE"/>
<RmState NAME="GL_TextureMagnify" API="OpenGL ES" STATE="5" VALUE="1" USAGE="SAMPLER_STATE"/>
</RmTextureObject>
<RmShaderConstant NAME="u_matViewProjection" API="" REGISTER="-1"/>
</RmGLESPass>
<RmGLESPass NAME="Blur Pass 1" API="OpenGL ES" PASS_INDEX="1" ENABLED="TRUE">
<RmModelReference NAME="ScreenAlignedQuad" API=""/>
<RmGLESShader NAME="Vertex Program" API="OpenGL ES" PIXEL_SHADER="FALSE"><RmShaderCode TYPE="TEXT"><![CDATA[
attribute vec4 a_vertex;
varying vec2 v_texCoord;
void main(void)
{
vec2 P = sign( a_vertex.xy );
gl_Position = vec4( P, 0.0, 1.0 );
v_texCoord = P * 0.5 + 0.5;
}]]></RmShaderCode></RmGLESShader>
<RmGLESShader NAME="Fragment Program" API="OpenGL ES" PIXEL_SHADER="TRUE"><RmShaderCode TYPE="TEXT"><![CDATA[
precision mediump float;
uniform sampler2D renderTexture;
varying vec2 v_texCoord;
uniform float u_blurStep;
void main(void)
{
vec4 sample0,
sample1,
sample2,
sample3;
float step = u_blurStep / 100.0;
sample0 = texture2D ( renderTexture,
vec2 ( v_texCoord.x - step, v_texCoord.y - step ) );
sample1 = texture2D ( renderTexture,
vec2 ( v_texCoord.x + step, v_texCoord.y + step ) );
sample2 = texture2D ( renderTexture,
vec2 ( v_texCoord.x + step, v_texCoord.y - step ) );
sample3 = texture2D ( renderTexture,
vec2 ( v_texCoord.x - step, v_texCoord.y + step) );
gl_FragColor = (sample0 + sample1 + sample2 + sample3) / 4.0;
}]]></RmShaderCode></RmGLESShader>
<RmRenderTarget NAME="renderTexture1" API="" INDEX="0" RENDER_TO_SCREEN="FALSE" COLOR_CLEAR="TRUE" DEPTH_CLEAR="TRUE" CLEAR_COLOR_VALUE="-16777216" DEPTH_CLEAR_VALUE="1.000000"/>
<RmStreamMapReference NAME="Stream Mapping" API=""/>
<RmFloatVariable NAME="u_blurStep" API="" ARTIST_EDITABLE="TRUE" VARIABLE_SEMANTIC="" VALUE="1.000000" MIN="0.000000" MAX="0.000000" CLAMP="FALSE"/>
<RmTextureObject NAME="renderTexture" API="OpenGL ES" STATE_INDEX="0" VERTEX_TEXTURE="FALSE">
<RmTextureReference NAME="renderTexture" API=""/>
</RmTextureObject>
<RmSampler NAME="renderTexture" API="" REGISTER="-1"/>
<RmShaderConstant NAME="u_blurStep" API="" REGISTER="-1"/>
</RmGLESPass>
<RmGLESPass NAME="Blur Pass 2" API="OpenGL ES" PASS_INDEX="2" ENABLED="TRUE">
<RmModelReference NAME="ScreenAlignedQuad" API=""/>
<RmGLESShader NAME="Vertex Program" API="OpenGL ES" PIXEL_SHADER="FALSE"><RmShaderCode TYPE="TEXT"><![CDATA[
attribute vec4 a_vertex;
varying vec2 v_texCoord;
void main(void)
{
vec2 P = sign( a_vertex.xy );
gl_Position = vec4( P, 0.0, 1.0 );
v_texCoord = P * 0.5 + 0.5;
}]]></RmShaderCode></RmGLESShader>
<RmGLESShader NAME="Fragment Program" API="OpenGL ES" PIXEL_SHADER="TRUE"><RmShaderCode TYPE="TEXT"><![CDATA[
precision mediump float;
uniform sampler2D renderTexture1;
varying vec2 v_texCoord;
uniform float u_blurStep;
void main(void)
{
vec4 sample0,
sample1,
sample2,
sample3;
float step = u_blurStep / 100.0;
sample0 = texture2D ( renderTexture1,
vec2 ( v_texCoord.x - step, v_texCoord.y - step ) );
sample1 = texture2D ( renderTexture1,
vec2 ( v_texCoord.x + step, v_texCoord.y + step ) );
sample2 = texture2D ( renderTexture1,
vec2 ( v_texCoord.x + step, v_texCoord.y - step ) );
sample3 = texture2D ( renderTexture1,
vec2 ( v_texCoord.x - step, v_texCoord.y + step) );
gl_FragColor = (sample0 + sample1 + sample2 + sample3) / 4.0;
}]]></RmShaderCode></RmGLESShader>
<RmRenderTarget NAME="renderTexture" API="" INDEX="0" RENDER_TO_SCREEN="FALSE" COLOR_CLEAR="TRUE" DEPTH_CLEAR="TRUE" CLEAR_COLOR_VALUE="-16777216" DEPTH_CLEAR_VALUE="1.000000"/>
<RmStreamMapReference NAME="Stream Mapping" API=""/>
<RmFloatVariable NAME="u_blurStep" API="" ARTIST_EDITABLE="TRUE" VARIABLE_SEMANTIC="" VALUE="2.000000" MIN="0.000000" MAX="0.000000" CLAMP="FALSE"/>
<RmTextureObject NAME="renderTexture1" API="OpenGL ES" STATE_INDEX="0" VERTEX_TEXTURE="FALSE">
<RmTextureReference NAME="renderTexture1" API=""/>
</RmTextureObject>
<RmSampler NAME="renderTexture1" API="" REGISTER="-1"/>
<RmShaderConstant NAME="u_blurStep" API="" REGISTER="-1"/>
</RmGLESPass>
<RmGLESPass NAME="Draw Object to Screen" API="OpenGL ES" PASS_INDEX="3" ENABLED="TRUE">
<RmCameraReference NAME="Camera" API="" USE_ACTIVE_CAMERA="FALSE"/>
<RmModelReference NAME="Model" API=""/>
<RmGLESShader NAME="Fragment Program" API="OpenGL ES" PIXEL_SHADER="TRUE"><RmShaderCode TYPE="TEXT"><![CDATA[
precision mediump float;
uniform sampler2D baseMap;
varying vec2 v_texCoord;
void main( void )
{
gl_FragColor = texture2D( baseMap, v_texCoord );
}]]></RmShaderCode></RmGLESShader>
<RmGLESShader NAME="Vertex Program" API="OpenGL ES" PIXEL_SHADER="FALSE"><RmShaderCode TYPE="TEXT"><![CDATA[
uniform mat4 u_matViewProjection;
attribute vec4 a_vertex;
attribute vec2 a_texCoord0;
varying vec2 v_texCoord;
void main( void )
{
gl_Position = u_matViewProjection * a_vertex;
v_texCoord = a_texCoord0.xy;
}]]></RmShaderCode></RmGLESShader>
<RmStreamMapReference NAME="Stream Mapping" API=""/>
<RmTextureObject NAME="baseMap" API="OpenGL ES" STATE_INDEX="0" VERTEX_TEXTURE="FALSE">
<RmTextureReference NAME="base" API=""/>
<RmState NAME="GL_TextureMinify" API="OpenGL ES" STATE="4" VALUE="6" USAGE="SAMPLER_STATE"/>
<RmState NAME="GL_TextureMagnify" API="OpenGL ES" STATE="5" VALUE="1" USAGE="SAMPLER_STATE"/>
</RmTextureObject>
<RmSampler NAME="baseMap" API="" REGISTER="-1"/>
<RmShaderConstant NAME="u_matViewProjection" API="" REGISTER="-1"/>
</RmGLESPass>
<RmGLESPass NAME="Draw to Screen" API="OpenGL ES" PASS_INDEX="4" ENABLED="TRUE">
<RmModelReference NAME="ScreenAlignedQuad" API=""/>
<RmRenderStateBlock NAME="Render State" API="OpenGL ES">
<RmState NAME="GL_BlendSourceRGB" API="OpenGL ES" STATE="48" VALUE="2" USAGE="RENDER_STATE"/>
<RmState NAME="GL_BlendDestRGB" API="OpenGL ES" STATE="49" VALUE="2" USAGE="RENDER_STATE"/>
<RmState NAME="GL_BlendEnable" API="OpenGL ES" STATE="46" VALUE="1" USAGE="RENDER_STATE"/>
</RmRenderStateBlock>
<RmGLESShader NAME="Fragment Program" API="OpenGL ES" PIXEL_SHADER="TRUE"><RmShaderCode TYPE="TEXT"><![CDATA[
precision mediump float;
uniform sampler2D renderTexture;
varying vec2 v_texCoord;
void main(void)
{
gl_FragColor = texture2D( renderTexture, v_texCoord );
}]]></RmShaderCode></RmGLESShader>
<RmGLESShader NAME="Vertex Program" API="OpenGL ES" PIXEL_SHADER="FALSE"><RmShaderCode TYPE="TEXT"><![CDATA[
attribute vec4 a_vertex;
varying vec2 v_texCoord;
void main(void)
{
vec2 P = sign( a_vertex.xy );
gl_Position = vec4( P, 0.0, 1.0 );
v_texCoord = P * 0.5 + 0.5;
}]]></RmShaderCode></RmGLESShader>
<RmStreamMapReference NAME="Stream Mapping" API=""/>
<RmTextureObject NAME="renderTexture" API="OpenGL ES" STATE_INDEX="0" VERTEX_TEXTURE="FALSE">
<RmTextureReference NAME="renderTexture" API=""/>
</RmTextureObject>
<RmSampler NAME="renderTexture" API="" REGISTER="-1"/>
</RmGLESPass>
</RmOpenGLESEffect>
</RmEffectGroup>
</RmEffectWorkspace>
</RENDER_MONKEY>
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