SFX_WIN Version=26 GroupVersion=1.842 Advanced=1 HelpID=73 NumberOfNodes=82 #NT=10100 0 PC=35 name=1 v=5000 _Material version=1 v=2003 1.842 posx=1 v=2003 10.0 posy=1 v=2003 10.0 classname=1 v=5000 Hw Material Base submenuname=1 v=5000 Core bitmapnodeindex=1 v=2002 10 isadvanced=1 v=2001 1 advanceddelete=1 v=2001 1 helpid=1 v=2002 73 grpnodecolor=1 v=5012 4 grpPosX=1 v=2003 -1129.38 grpPosY=1 v=2003 -143.923 disableconsolidation_HwShader=2 e=1 v=2001 0 value_ClampDynamicLights=2 e=1 v=2002 99 value_MaxNumberLights=2 e=1 v=2002 3 value_Gamma=2 e=2 v=2001 0 value_Wireframe=2 e=3 v=2001 0 value_DepthWrite=2 e=4 v=2001 1 value_DepthTest=2 e=4 v=2001 1 value_CastShadow=2 e=5 v=2001 1 value_SurfaceMaskCutoff=2 e=6 v=2003 0.0 value_SSAO=2 e=7 v=2001 1 options_Tessellation=2 e=900 v=5012 0 value_FlatTessellationBlend=2 e=901 v=2003 0.0 value_BoundingBoxMultiplier=2 e=902 v=2003 1.0 value_ClippingBiasAdd=2 e=902 v=2003 5.0 options_Displacement=2 e=1000 v=5012 1 options_VDM_CoordSys=2 e=1001 v=5012 1 value_DisplacementMultiplier=2 e=1002 v=2003 1.0 value_DisplacementOffset=2 e=1003 v=2003 0.0 cgfxprofile_HwShader=2 e=1999 v=5012 0 config_HwShader=2 e=2000 v=5012 1 shadername_HwShader=2 e=2001 v=5000 saveshadertodisk_HwShader=2 e=2002 v=5015 group=-1 ISC=9 SVT=2002 2002 0 0 0 _NumberOfLights SVT=5001 3002 0 0 0 _ObjectVertexPosition SVT=5001 2003 0 0 0 SVT=5001 3002 0 0 0 _Displacement SVT=5001 5018 0 0 0 _SurfaceShader SVT=5001 2003 0 0 0 _SurfaceMask SVT=5001 2003 0 0 0 _SurfaceMaskCutoff SVT=2001 2001 0 0 0 _Gamma SVT=1001 1002 0 0 0 OSC=9 SVT=2002 2002 0 _NumberOfLights CC=1 C=0 0 0 57 1 2 0 CPC=3 cx=-435.762 cy=-293.093 cm=1 SVT=5001 3002 0 _ObjectVertexPosition CC=1 C=0 1 0 60 0 0 0 CPC=0 SVT=5001 2003 0 CC=1 C=0 2 0 59 0 0 0 CPC=0 SVT=5001 3002 0 _Displacement CC=1 C=0 3 0 59 1 0 0 CPC=0 SVT=5001 5018 0 _SurfaceShader CC=1 C=0 4 0 3 2 0 0 CPC=0 SVT=5001 2003 0 _SurfaceMask CC=2 C=0 5 0 39 2 0 0 CPC=3 cx=-360.242 cy=239.59 cm=1 C=0 5 0 3 3 0 0 CPC=0 SVT=5001 2003 0 _SurfaceMaskCutoff CC=1 C=0 6 0 61 1 2 0 CPC=0 SVT=2001 2001 0 _Gamma CC=1 C=0 7 0 3 5 0 0 CPC=0 SVT=1001 1002 0 CC=0 #NT=20002 0 PC=3 name=1 v=5000 Technique posx=1 v=2003 560.942 posy=1 v=2003 47.1471 group=0 ISC=1 SVT=5001 5004 1 0 0 OSC=1 SVT=5001 5003 2 CC=1 C=1 0 2 55 2 2 0 CPC=0 #NT=10101 0 PC=2 posx=1 v=2003 1080.89 posy=1 v=2003 8.87555 group=0 ISC=0 OSC=0 #NT=10100 0 PC=10 name=1 v=5000 ColorPass posx=1 v=2003 -62.8726 posy=1 v=2003 -206.291 grpPosX=1 v=2003 -2275.94 grpPosY=1 v=2003 -157.507 value_ClampDynamicLights=2 e=1 v=2002 99 value_Gamma=2 e=2 v=2001 0 value_Wireframe=2 e=3 v=2001 0 value_DepthTest=2 e=4 v=2001 1 value_DepthWrite=2 e=4 v=2001 1 group=0 ISC=7 SVT=5001 5005 0 0 0 SVT=5001 5007 0 0 0 SVT=5001 5018 0 0 0 _SurfaceShader SVT=5001 2003 0 0 0 _SurfaceMask SVT=5001 2003 0 0 0 SVT=2001 2001 0 0 0 _Gamma SVT=1001 1002 0 0 0 OSC=7 SVT=5001 5005 0 CC=1 C=3 0 0 4 1 2 0 CPC=3 cx=-511.0 cy=-184.333 cm=1 SVT=5001 5007 0 CC=1 C=3 1 0 4 2 3 0 CPC=3 cx=-519.333 cy=-169.333 cm=1 SVT=5001 5018 0 _SurfaceShader CC=1 C=3 2 0 11 0 1 0 CPC=0 SVT=5001 2003 0 _SurfaceMask CC=2 C=3 3 0 14 1 2 0 CPC=3 cx=-678.874 cy=109.162 cm=1 C=3 3 0 15 0 1 0 CPC=3 cx=-691.583 cy=74.6149 cm=1 SVT=5001 2003 0 CC=1 C=3 4 0 14 2 3 0 CPC=3 cx=-699.909 cy=126.162 cm=1 SVT=2001 2001 0 _Gamma CC=1 C=3 5 0 17 1 0 0 CPC=3 cx=-1712.5 cy=18.75 cm=1 SVT=1001 1002 0 CC=0 #NT=20003 0 PC=3 name=1 v=5000 ColorPass posx=1 v=2003 363.816 posy=1 v=2003 -135.268 group=3 ISC=7 SVT=5001 5014 1 0 0 SVT=5001 5005 2 0 0 SVT=5001 5007 3 0 0 SVT=5001 5008 4 0 0 SVT=5001 5009 5 0 0 SVT=5001 5011 7 0 0 SVT=5001 5011 8 0 0 OSC=1 SVT=5001 5004 6 CC=1 C=4 0 6 13 0 0 0 CPC=0 #NT=20008 0 PC=3 name=1 v=5000 PixelShader posx=1 v=2003 130.124 posy=1 v=2003 101.429 group=3 ISC=2 SVT=5001 3003 1 0 0 SVT=5001 2003 3 0 0 OSC=1 SVT=5001 5009 2 CC=2 C=5 0 2 4 4 5 0 CPC=0 C=5 0 2 13 1 0 0 CPC=0 #NT=20005 0 PC=7 posx=1 v=2003 126.011 posy=1 v=2003 -434.347 defaultoptions=2 e=0 v=5012 1 blendenable=1 v=5012 1 destblend=1 v=5012 5 srcblendalpha=1 v=5012 0 destblendalpha=1 v=5012 5 group=3 ISC=5 SVT=2001 2001 2 0 0 SVT=2002 2002 3 0 0 SVT=2001 2001 4 0 0 SVT=2001 2001 5 0 0 SVT=2001 2001 6 0 0 OSC=1 SVT=5001 5014 1 CC=1 C=6 0 1 4 0 1 0 CPC=0 #NT=20116 0 PC=6 name=1 v=5000 Wireframe posx=1 v=2003 -147.758 posy=1 v=2003 -442.239 collapsed=1 v=2001 1 value=2 e=3 v=2001 0 exposesetting=1 v=2001 1 group=3 ISC=0 OSC=2 SVT=2001 2001 1 CC=1 C=7 0 1 6 2 4 0 CPC=0 SVT=2001 2001 2 CC=0 #NT=20116 0 PC=6 name=1 v=5000 DepthWrite posx=1 v=2003 -153.207 posy=1 v=2003 -346.658 collapsed=1 v=2001 1 value=2 e=4 v=2001 1 exposesetting=1 v=2001 1 group=3 ISC=0 OSC=2 SVT=2001 2001 1 CC=1 C=8 0 1 6 3 5 0 CPC=0 SVT=2001 2001 2 CC=0 #NT=20116 0 PC=6 name=1 v=5000 DepthTest posx=1 v=2003 -149.984 posy=1 v=2003 -266.054 collapsed=1 v=2001 1 value=2 e=4 v=2001 1 exposesetting=1 v=2001 1 group=3 ISC=0 OSC=2 SVT=2001 2001 1 CC=1 C=9 0 1 6 4 6 0 CPC=0 SVT=2001 2001 2 CC=0 #NT=20160 0 PC=2 posx=1 v=2003 -1753.87 posy=1 v=2003 -159.89 group=3 ISC=3 SVT=5001 1002 1 0 0 SVT=5001 3003 2 0 0 SVT=5001 2002 4 0 0 OSC=1 SVT=5001 3003 3 CC=1 C=10 0 3 12 0 1 0 CPC=0 #NT=20166 0 PC=2 posx=1 v=2003 -1991.56 posy=1 v=2003 -149.115 group=3 ISC=1 SVT=5001 5018 1 0 0 OSC=4 SVT=5001 5000 2 CC=1 C=11 0 2 10 0 1 0 CPC=0 SVT=5001 3003 3 CC=1 C=11 1 3 10 1 2 0 CPC=0 SVT=5001 3003 4 CC=1 C=11 2 4 12 1 2 0 CPC=0 SVT=2001 2001 5 CC=1 C=11 3 5 6 0 2 0 CPC=3 cx=-791.367 cy=-480.44 cm=1 #NT=20026 0 PC=3 name=1 v=5000 LightLoopAndAfterLoop posx=1 v=2003 -1505.21 posy=1 v=2003 -108.599 group=3 ISC=2 SVT=5001 3003 1 0 0 SVT=5001 3003 2 0 0 OSC=1 SVT=5001 3003 3 CC=1 C=12 0 3 17 0 0 0 CPC=0 #NT=10101 0 PC=2 posx=1 v=2003 627.559 posy=1 v=2003 -48.3941 group=3 ISC=3 SVT=5001 5004 0 0 0 SVT=5001 5009 0 0 0 SVT=1001 1002 0 0 0 OSC=3 SVT=5001 5004 0 CC=1 C=13 0 0 1 0 1 0 CPC=0 SVT=5001 5009 0 CC=1 C=13 1 0 63 2 0 0 CPC=0 SVT=1001 1002 0 CC=0 #NT=20045 0 PC=2 posx=1 v=2003 -1018.18 posy=1 v=2003 25.5404 group=3 ISC=3 SVT=5001 3003 1 0 0 SVT=5001 2003 2 0 0 SVT=5001 2003 3 0 0 OSC=1 SVT=5001 3003 4 CC=1 C=14 0 4 16 1 2 0 CPC=0 #NT=20113 0 PC=3 posx=1 v=2003 -1015.09 posy=1 v=2003 -59.8971 collapsed=1 v=2001 1 group=3 ISC=1 SVT=5001 2003 1 0 0 OSC=2 SVT=2001 2001 2 CC=1 C=15 0 2 16 0 1 0 CPC=0 SVT=2001 2001 3 CC=0 #NT=20093 0 PC=3 note=1 v=5000 Clip Pixels? posx=1 v=2003 -824.161 posy=1 v=2003 54.9773 group=3 ISC=3 SVT=2001 2001 1 0 0 SVT=5001 3003 2 0 0 SVT=5001 3003 3 0 0 OSC=1 SVT=5001 3003 4 CC=1 C=16 0 4 28 0 1 0 CPC=0 #NT=10100 0 PC=6 name=1 v=5000 Gamma posx=1 v=2003 -1303.14 posy=1 v=2003 -76.2141 grpPosX=1 v=2003 -896.333 grpPosY=1 v=2003 -32.3056 value_Gamma=2 e=2 v=2001 0 group=3 ISC=3 SVT=5001 3003 0 0 0 _Color SVT=2001 2001 0 0 0 _Gamma SVT=1001 1002 0 0 0 OSC=3 SVT=5001 3003 0 _Color CC=3 C=17 0 0 19 2 3 0 CPC=3 cx=-180.75 cy=97.0 cm=1 C=17 0 0 23 0 1 0 CPC=3 cx=-368.667 cy=-118.361 cm=1 C=17 0 0 24 3 5 0 CPC=3 cx=-301.5 cy=-131.0 cm=1 SVT=2001 2001 0 _Gamma CC=1 C=17 1 0 26 1 2 0 CPC=3 cx=-233.0 cy=-254.0 cm=1 SVT=1001 1002 0 CC=0 #NT=10101 0 PC=2 posx=1 v=2003 887.249 posy=1 v=2003 2.05956 group=17 ISC=2 SVT=5001 3003 0 0 0 SVT=1001 1002 0 0 0 OSC=2 SVT=5001 3003 0 CC=2 C=18 0 0 16 2 3 0 CPC=3 cx=-321.143 cy=154.714 cm=1 C=18 0 0 14 0 1 0 CPC=3 cx=-422.429 cy=93.2857 cm=1 SVT=1001 1002 0 CC=0 #NT=20093 0 PC=2 posx=1 v=2003 547.674 posy=1 v=2003 -36.3313 group=17 ISC=3 SVT=2001 2001 1 0 0 SVT=5001 3003 2 0 0 SVT=5001 3003 3 0 0 OSC=1 SVT=5001 3003 4 CC=1 C=19 0 4 18 0 0 0 CPC=0 #NT=20017 0 PC=3 posx=1 v=2003 -619.207 posy=1 v=2003 -88.3603 collapsed=1 v=2001 1 group=17 ISC=0 OSC=1 SVT=5001 2003 1 CC=1 C=20 0 1 21 0 1 0 CPC=0 #NT=20027 0 PC=3 name=1 v=5000 DivGamma posx=1 v=2003 -424.668 posy=1 v=2003 -69.549 group=17 ISC=2 SVT=5001 2003 1 0 0 SVT=5001 2003 2 0 0 OSC=1 SVT=5001 2003 3 CC=1 C=21 0 3 23 1 2 0 CPC=0 #NT=20017 0 PC=7 name=1 v=5000 Gamma note=1 v=5000 Global posx=1 v=2003 -616.147 posy=1 v=2003 15.2547 collapsed=1 v=2001 1 value=2 e=0 v=2003 2.2 global=1 v=2001 1 group=17 ISC=0 OSC=1 SVT=5001 2003 1 CC=1 C=22 0 1 21 1 2 0 CPC=0 #NT=20055 0 PC=3 name=1 v=5000 GammaResult posx=1 v=2003 -179.613 posy=1 v=2003 -53.1573 group=17 ISC=2 SVT=5001 3003 1 0 0 SVT=5001 2003 2 0 0 OSC=1 SVT=5001 3003 3 CC=1 C=23 0 3 24 1 2 0 CPC=0 #NT=20163 0 PC=3 name=1 v=5000 GammResult posx=1 v=2003 140.0 posy=1 v=2003 -221.25 group=17 ISC=4 SVT=5001 2001 1 0 0 SVT=5001 3003 2 0 0 SVT=5001 1003 3 0 0 SVT=5001 3003 5 0 0 OSC=1 SVT=5001 3003 4 CC=1 C=24 0 4 19 1 2 0 CPC=0 #NT=20168 0 PC=2 posx=1 v=2003 -75.0 posy=1 v=2003 -232.5 group=17 ISC=0 OSC=2 SVT=5001 2001 1 CC=0 SVT=5001 2001 2 CC=1 C=25 1 2 24 0 1 0 CPC=0 #NT=20109 0 PC=2 posx=1 v=2003 369.167 posy=1 v=2003 -224.584 group=17 ISC=2 SVT=2001 2001 1 0 0 SVT=2001 2001 2 0 0 OSC=1 SVT=2001 2001 3 CC=1 C=26 0 3 19 0 1 0 CPC=0 #NT=20116 0 PC=6 name=1 v=5000 Gamma posx=1 v=2003 140.0 posy=1 v=2003 -352.5 collapsed=1 v=2001 1 value=2 e=2 v=2001 0 exposesetting=1 v=2001 1 group=17 ISC=0 OSC=2 SVT=2001 2001 1 CC=1 C=27 0 1 26 0 1 0 CPC=0 SVT=2001 2001 2 CC=0 #NT=20108 0 PC=2 posx=1 v=2003 -590.0 posy=1 v=2003 243.929 group=3 ISC=1 SVT=5001 3003 1 0 0 OSC=6 SVT=5001 2003 2 CC=0 SVT=5001 2003 3 CC=0 SVT=5001 3001 4 CC=0 SVT=5001 2003 5 CC=0 SVT=5001 3002 6 CC=1 C=28 4 6 30 4 5 0 CPC=0 SVT=5001 2003 7 CC=1 C=28 5 7 29 0 1 0 CPC=0 #NT=20023 0 PC=3 note=1 v=5000 Alpha range 0-1 or we get artifacts in 3dsMax posx=1 v=2003 -381.428 posy=1 v=2003 232.5 group=3 ISC=1 SVT=5001 2003 1 0 0 OSC=1 SVT=5001 2003 2 CC=1 C=29 0 2 30 5 6 0 CPC=0 #NT=20020 0 PC=2 posx=1 v=2003 -165.714 posy=1 v=2003 254.286 group=3 ISC=6 SVT=5001 2003 1 0 0 SVT=5001 2003 2 0 0 SVT=5001 3001 3 0 0 SVT=5001 2003 4 0 0 SVT=5001 3002 5 0 0 SVT=5001 2003 6 0 0 OSC=3 SVT=5001 3001 7 CC=0 SVT=5001 3002 8 CC=0 SVT=5001 3003 9 CC=1 C=30 2 9 5 0 1 0 CPC=0 #NT=20096 0 PC=6 name=1 v=5000 ClampDynamicLights note=1 v=5000 Allows Beast streaming to control how many dynamic lights we render posx=1 v=2003 -1985.0 posy=1 v=2003 214.917 value=2 e=1 v=2002 99 exposetoui=1 v=2001 1 group=3 ISC=0 OSC=1 SVT=5001 2002 1 CC=1 C=31 0 1 10 2 4 0 CPC=0 #NT=10100 0 PC=5 name=1 v=5000 SSAO_NormalDepthPass posx=1 v=2003 -58.3915 posy=1 v=2003 230.444 grpPosX=1 v=2003 -751.685 grpPosY=1 v=2003 -72.6571 group=0 ISC=4 SVT=5001 5005 0 0 0 SVT=5001 5007 0 0 0 SVT=2001 2001 0 0 0 Disable SSAO SVT=1001 1002 0 0 0 OSC=4 SVT=5001 5005 0 CC=1 C=32 0 0 33 1 2 0 CPC=0 SVT=5001 5007 0 CC=1 C=32 1 0 33 2 3 0 CPC=0 SVT=2001 2001 0 Disable SSAO CC=1 C=32 2 0 37 0 1 0 CPC=0 SVT=1001 1002 0 CC=0 #NT=20003 0 PC=5 name=1 v=5000 SSAO_NormalDepth note=1 v=5000 Set the color output [RGBA] = ( unsigned world space normal, depth ) posx=1 v=2003 4.6245 posy=1 v=2003 -80.8215 rendercontext=1 v=5012 4 group=32 ISC=7 SVT=5001 5014 1 0 0 SVT=5001 5005 2 0 0 SVT=5001 5007 3 0 0 SVT=5001 5008 4 0 0 SVT=5001 5009 5 0 0 SVT=5001 5011 7 0 0 SVT=5001 5011 8 0 0 OSC=1 SVT=5001 5004 6 CC=1 C=33 0 6 37 1 2 0 CPC=0 #NT=20008 0 PC=2 posx=1 v=2003 -240.643 posy=1 v=2003 46.9981 group=32 ISC=2 SVT=5001 3003 1 0 0 SVT=5001 2003 3 0 0 OSC=1 SVT=5001 5009 2 CC=1 C=34 0 2 33 4 5 0 CPC=0 #NT=20017 0 PC=3 posx=1 v=2003 -467.819 posy=1 v=2003 127.739 collapsed=1 v=2001 1 group=32 ISC=0 OSC=1 SVT=5001 2003 1 CC=1 C=35 0 1 34 1 3 0 CPC=0 #NT=20144 0 PC=7 posx=1 v=2003 -471.546 posy=1 v=2003 37.3446 collapsed=1 v=2001 1 valueX=2 e=0 v=2003 0.0 valueY=2 e=0 v=2003 0.0 valueZ=2 e=0 v=2003 0.0 valueW=2 e=0 v=2003 0.0 group=32 ISC=0 OSC=1 SVT=5001 3003 1 CC=1 C=36 0 1 34 0 1 0 CPC=0 #NT=20091 0 PC=3 note=1 v=5000 Disable SSAO when opacity is used by writing 1.0 to depth posx=1 v=2003 307.266 posy=1 v=2003 -38.5161 group=32 ISC=2 SVT=2001 2001 1 0 0 SVT=5001 5004 2 0 0 OSC=1 SVT=5001 5004 3 CC=1 C=37 0 3 38 0 0 0 CPC=0 #NT=10101 0 PC=2 posx=1 v=2003 634.203 posy=1 v=2003 -10.448 group=32 ISC=2 SVT=5001 5004 0 0 0 SVT=1001 1002 0 0 0 OSC=2 SVT=5001 5004 0 CC=1 C=38 0 0 1 0 1 2 CPC=0 SVT=1001 1002 0 CC=0 #NT=10100 0 PC=6 name=1 v=5000 ShadowPass posx=1 v=2003 -61.0396 posy=1 v=2003 38.5084 grpPosX=1 v=2003 -1264.73 grpPosY=1 v=2003 -10.8681 value_CastShadow=2 e=5 v=2001 1 group=0 ISC=5 SVT=5001 5005 0 0 0 SVT=5001 5007 0 0 0 SVT=5001 2003 0 0 0 _SurfaceMask SVT=5001 2003 0 0 0 SVT=1001 1002 0 0 0 OSC=5 SVT=5001 5005 0 CC=1 C=39 0 0 40 1 2 0 CPC=0 SVT=5001 5007 0 CC=2 C=39 1 0 40 2 3 0 CPC=0 C=39 1 0 53 0 1 0 CPC=0 SVT=5001 2003 0 _SurfaceMask CC=2 C=39 2 0 45 1 2 0 CPC=0 C=39 2 0 46 0 1 0 CPC=0 SVT=5001 2003 0 CC=1 C=39 3 0 45 2 3 0 CPC=0 SVT=1001 1002 0 CC=0 #NT=20003 0 PC=5 name=1 v=5000 ShadowPass note=1 v=5000 Render model during shadow phase posx=1 v=2003 417.289 posy=1 v=2003 -21.98 rendercontext=1 v=5012 2 group=39 ISC=7 SVT=5001 5014 1 0 0 SVT=5001 5005 2 0 0 SVT=5001 5007 3 0 0 SVT=5001 5008 4 0 0 SVT=5001 5009 5 0 0 SVT=5001 5011 7 0 0 SVT=5001 5011 8 0 0 OSC=1 SVT=5001 5004 6 CC=1 C=40 0 6 52 1 2 0 CPC=0 #NT=20005 0 PC=4 name=1 v=5000 ShadowState posx=1 v=2003 124.524 posy=1 v=2003 -26.0997 collapsed=1 v=2001 1 group=39 ISC=5 SVT=2001 2001 2 0 0 SVT=2002 2002 3 0 0 SVT=2001 2001 4 0 0 SVT=2001 2001 5 0 0 SVT=2001 2001 6 0 0 OSC=1 SVT=5001 5014 1 CC=1 C=41 0 1 40 0 1 0 CPC=0 #NT=20008 0 PC=2 posx=1 v=2003 131.243 posy=1 v=2003 118.186 group=39 ISC=2 SVT=5001 3003 1 0 0 SVT=5001 2003 3 0 0 OSC=1 SVT=5001 5009 2 CC=1 C=42 0 2 40 4 5 0 CPC=0 #NT=10100 1 ShadowPass Pixel Depth-Hw Shader Nodes-Lighting PC=11 name=1 v=5000 ShadowPassPixelDepth version=1 v=2003 1.05 posx=1 v=2003 -1050.76 posy=1 v=2003 163.727 classname=1 v=5000 ShadowPass Pixel Depth submenuname=1 v=5000 Lighting isadvanced=1 v=2001 1 helpid=1 v=2002 45 grpnodecolor=1 v=5012 7 grpPosX=1 v=2003 -723.685 grpPosY=1 v=2003 -41.3535 group=39 ISC=3 SVT=5001 3003 0 0 0 _VertexWorldPosition SVT=5001 4900 0 0 0 _ShadowPrjMatrix SVT=5001 1002 0 0 0 OSC=2 SVT=5001 2003 0 _Depth CC=4 C=43 0 0 44 0 1 0 CPC=0 C=43 0 0 44 1 2 0 CPC=0 C=43 0 0 44 3 4 0 CPC=0 C=43 0 0 44 5 6 0 CPC=0 SVT=5001 1002 0 CC=0 #NT=20020 0 PC=3 posx=1 v=2003 -820.756 posy=1 v=2003 225.727 collapsed=1 v=2001 1 group=39 ISC=6 SVT=5001 2003 1 0 0 SVT=5001 2003 2 0 0 SVT=5001 3001 3 0 0 SVT=5001 2003 4 0 0 SVT=5001 3002 5 0 0 SVT=5001 2003 6 0 0 OSC=3 SVT=5001 3001 7 CC=0 SVT=5001 3002 8 CC=0 SVT=5001 3003 9 CC=2 C=44 2 9 45 0 1 0 CPC=0 C=44 2 9 47 2 3 0 CPC=0 #NT=20045 0 PC=3 note=1 v=5000 Note: there is also a opacity mask in color pass posx=1 v=2003 -624.762 posy=1 v=2003 69.7271 group=39 ISC=3 SVT=5001 3003 1 0 0 SVT=5001 2003 2 0 0 SVT=5001 2003 3 0 0 OSC=1 SVT=5001 3003 4 CC=1 C=45 0 4 47 1 2 0 CPC=0 #NT=20113 0 PC=3 posx=1 v=2003 -631.012 posy=1 v=2003 -65.2735 collapsed=1 v=2001 1 group=39 ISC=1 SVT=5001 2003 1 0 0 OSC=2 SVT=2001 2001 2 CC=2 C=46 0 2 47 0 1 0 CPC=0 C=46 0 2 54 1 2 0 CPC=0 SVT=2001 2001 3 CC=0 #NT=20093 0 PC=3 note=1 v=5000 Clip Pixels? posx=1 v=2003 -396.761 posy=1 v=2003 113.727 group=39 ISC=3 SVT=2001 2001 1 0 0 SVT=5001 3003 2 0 0 SVT=5001 3003 3 0 0 OSC=1 SVT=5001 3003 4 CC=1 C=47 0 4 49 1 2 0 CPC=0 #NT=20011 0 PC=5 name=1 v=5000 CastNoShadowColor posx=1 v=2003 -388.85 posy=1 v=2003 277.845 collapsed=1 v=2001 1 color=2 e=0 v=3003 1.0,1.0,1.0,1.0 group=39 ISC=0 OSC=6 SVT=5001 3003 1 CC=1 C=48 0 1 49 2 3 0 CPC=0 SVT=5001 3002 2 CC=0 SVT=5001 2003 3 CC=0 SVT=5001 2003 4 CC=0 SVT=5001 2003 5 CC=0 SVT=5001 2003 6 CC=0 #NT=20093 0 PC=2 posx=1 v=2003 -79.6157 posy=1 v=2003 145.96 group=39 ISC=3 SVT=2001 2001 1 0 0 SVT=5001 3003 2 0 0 SVT=5001 3003 3 0 0 OSC=1 SVT=5001 3003 4 CC=1 C=49 0 4 42 0 1 0 CPC=0 #NT=20116 0 PC=6 name=1 v=5000 CastShadow posx=1 v=2003 -394.933 posy=1 v=2003 21.8382 collapsed=1 v=2001 1 value=2 e=5 v=2001 1 exposesetting=1 v=2001 1 group=39 ISC=0 OSC=2 SVT=2001 2001 1 CC=1 C=50 0 1 49 0 1 0 CPC=0 SVT=2001 2001 2 CC=0 #NT=10101 0 PC=2 posx=1 v=2003 994.927 posy=1 v=2003 -56.8592 group=39 ISC=2 SVT=5001 5004 0 0 0 SVT=1001 1002 0 0 0 OSC=2 SVT=5001 5004 0 CC=1 C=51 0 0 1 0 1 1 CPC=0 SVT=1001 1002 0 CC=0 #NT=20091 0 PC=2 posx=1 v=2003 717.143 posy=1 v=2003 -148.571 group=39 ISC=2 SVT=2001 2001 1 0 0 SVT=5001 5004 2 0 0 OSC=1 SVT=5001 5004 3 CC=1 C=52 0 3 51 0 0 0 CPC=0 #NT=20113 0 PC=3 posx=1 v=2003 -630.0 posy=1 v=2003 -184.286 collapsed=1 v=2001 1 group=39 ISC=1 SVT=5001 5007 1 0 0 OSC=2 SVT=2001 2001 2 CC=1 C=53 0 2 54 0 1 0 CPC=0 SVT=2001 2001 3 CC=0 #NT=20121 0 PC=3 note=1 v=5000 Only override Maya default shadow shader if we use tessellation or clipped pixels posx=1 v=2003 123.75 posy=1 v=2003 -217.5 group=39 ISC=2 SVT=2001 2001 1 0 0 SVT=2001 2001 2 0 0 OSC=2 SVT=2001 2001 3 CC=1 C=54 0 3 52 0 1 0 CPC=0 SVT=2001 2001 4 CC=0 #NT=20001 0 PC=7 posx=1 v=2003 806.273 posy=1 v=2003 29.345 config=2 e=2000 v=5012 1 shadername=2 e=2001 v=5000 saveshadertodisk=2 e=2002 v=5015 disableconsolidation=2 e=1 v=2001 0 cgfxprofile=2 e=1999 v=5012 0 group=0 ISC=3 SVT=2002 2002 3 0 0 SVT=5001 5016 1 0 0 SVT=5001 5003 2 0 0 OSC=0 #NT=20117 0 PC=4 name=1 v=5000 MaxNumberLights posx=1 v=2003 -296.239 posy=1 v=2003 -386.871 value=2 e=1 v=2002 3 group=0 ISC=0 OSC=1 SVT=2002 2002 1 CC=1 C=56 0 1 57 0 1 0 CPC=0 #NT=20109 0 PC=2 posx=1 v=2003 -77.1194 posy=1 v=2003 -374.829 group=0 ISC=2 SVT=2002 2002 1 0 0 SVT=2002 2002 2 0 0 OSC=1 SVT=2002 2002 3 CC=1 C=57 0 3 55 0 3 0 CPC=0 #NT=20017 0 PC=6 name=1 v=5000 SurfaceMaskCutoff posx=1 v=2003 -579.906 posy=1 v=2003 141.744 collapsed=1 v=2001 1 value=2 e=6 v=2003 0.0 defineinheader=2 e=0 v=2001 1 group=0 ISC=0 OSC=1 SVT=5001 2003 1 CC=1 C=58 0 1 61 0 1 0 CPC=0 #NT=10100 1 Tessellation Grp-Hw Shader Nodes-Core PC=20 name=1 v=5000 Tessellation version=1 v=2003 1.03 posx=1 v=2003 -358.703 posy=1 v=2003 -8.37241 classname=1 v=5000 Tessellation Grp submenuname=1 v=5000 Core bitmapnodeindex=1 v=2002 2 isadvanced=1 v=2001 1 helpid=1 v=2002 66 grpnodecolor=1 v=5012 4 grpPosX=1 v=2003 -1086.67 grpPosY=1 v=2003 156.667 options_Tessellation=2 e=900 v=5012 0 value_FlatTessellationBlend=2 e=901 v=2003 0.0 value_BoundingBoxMultiplier=2 e=902 v=2003 1.0 value_ClippingBiasAdd=2 e=902 v=2003 5.0 options_Displacement=2 e=1000 v=5012 1 options_VDM_CoordSys=2 e=1001 v=5012 1 value_DisplacementMultiplier=2 e=1002 v=2003 1.0 value_DisplacementOffset=2 e=1003 v=2003 0.0 group=0 ISC=3 SVT=5001 2003 0 0 0 _TessellationFactor SVT=5001 3002 0 0 0 _Displacement SVT=5001 1002 0 0 0 OSC=2 SVT=5001 5007 0 CC=4 C=59 0 0 3 1 0 0 CPC=0 C=59 0 0 39 1 0 0 CPC=0 C=59 0 0 32 1 0 0 CPC=0 C=59 0 0 63 1 0 0 CPC=3 cx=41.2722 cy=491.745 cm=1 SVT=5001 1002 0 CC=0 #NT=10100 1 Vertex Shader Grp-Hw Shader Nodes-Core PC=12 name=1 v=5000 VertexShader version=1 v=2003 1.03 posx=1 v=2003 -363.267 posy=1 v=2003 -174.113 classname=1 v=5000 Vertex Shader Grp submenuname=1 v=5000 Core bitmapnodeindex=1 v=2002 2 isadvanced=1 v=2001 1 helpid=1 v=2002 46 grpnodecolor=1 v=5012 5 grpPosX=1 v=2003 -816.164 grpPosY=1 v=2003 -139.131 group=0 ISC=2 SVT=5001 3002 0 0 0 _ObjectVertexPosition SVT=5001 1002 0 0 0 OSC=2 SVT=5001 5005 0 CC=4 C=60 0 0 3 0 0 0 CPC=0 C=60 0 0 39 0 0 0 CPC=0 C=60 0 0 32 0 0 0 CPC=0 C=60 0 0 63 0 0 0 CPC=3 cx=47.1479 cy=477.585 cm=1 SVT=5001 1002 0 CC=0 #NT=20109 0 PC=3 posx=1 v=2003 -355.0 posy=1 v=2003 145.0 collapsed=1 v=2001 1 group=0 ISC=2 SVT=5001 2003 1 0 0 SVT=5001 2003 2 0 0 OSC=1 SVT=5001 2003 3 CC=2 C=61 0 3 39 3 0 0 CPC=0 C=61 0 3 3 4 0 0 CPC=0 #NT=20116 0 PC=6 name=1 v=5000 SSAO posx=1 v=2003 -328.889 posy=1 v=2003 303.333 collapsed=1 v=2001 1 value=2 e=7 v=2001 1 exposesetting=1 v=2001 1 group=0 ISC=0 OSC=2 SVT=2001 2001 1 CC=0 SVT=2001 2001 2 CC=1 C=62 1 2 32 2 0 0 CPC=0 #NT=10100 0 PC=31 name=1 v=5000 DepthPeeling posx=1 v=2003 260.649 posy=1 v=2003 409.761 hidechildproperties=1 v=2001 1 grpPosX=1 v=2003 -2205.43 grpPosY=1 v=2003 90.8991 defineinheader_OpaqueDepthTexture=2 e=1 v=2001 0 defineinheader_TransDepthTexture=2 e=1 v=2001 0 texturepath_TransDepthTexture=2 e=1 v=5000 texturepath_OpaqueDepthTexture=2 e=1 v=5000 exposetoui_OpaqueDepthTexture=2 e=3 v=2001 0 exposetoui_TransDepthTexture=2 e=3 v=2001 0 autoPreviewTexture_OpaqueDepthTexture=2 e=4 v=2001 1 autoPreviewTexture_TransDepthTexture=2 e=4 v=2001 1 fullpathinshader_OpaqueDepthTexture=2 e=4 v=2001 0 fullpathinshader_TransDepthTexture=2 e=4 v=2001 0 mipmaplevels_OpaqueDepthTexture=2 e=5 v=2002 -1 mipmaplevels_TransDepthTexture=2 e=5 v=2002 -1 texturenodename_TransDepthTexture=2 e=5 v=5000 texturenodename_OpaqueDepthTexture=2 e=5 v=5000 filter_DepthSampler=2 e=6 v=5012 1 addressu_DepthSampler=2 e=7 v=5012 3 addressv_DepthSampler=2 e=8 v=5012 3 addressw_DepthSampler=2 e=9 v=5012 0 bordercolor_DepthSampler=2 e=10 v=3003 1.0,1.0,1.0,1.0 uveditororder_OpaqueDepthTexture=2 e=12 v=2002 -1 uveditororder_TransDepthTexture=2 e=12 v=2002 -1 uigroup_OpaqueDepthTexture=2 e=13 v=5000 uigroup_TransDepthTexture=2 e=13 v=5000 uiorder_OpaqueDepthTexture=2 e=13 v=2002 0 uiorder_TransDepthTexture=2 e=13 v=2002 0 group=0 ISC=4 SVT=5001 5005 0 0 0 SVT=5001 5007 0 0 0 SVT=5001 5009 0 0 0 Color Pixel Shader SVT=1001 1002 0 0 0 OSC=4 SVT=5001 5005 0 CC=3 C=63 0 0 65 1 2 0 CPC=3 cx=-1024.44 cy=-420.217 cm=1 C=63 0 0 66 1 2 0 CPC=0 C=63 0 0 67 1 2 0 CPC=3 cx=-1036.48 cy=754.111 cm=1 SVT=5001 5007 0 CC=3 C=63 1 0 65 2 3 0 CPC=3 cx=-1041.93 cy=-401.96 cm=1 C=63 1 0 66 2 3 0 CPC=0 C=63 1 0 67 2 3 0 CPC=3 cx=-1035.51 cy=710.009 cm=1 SVT=5001 5009 0 Color Pixel Shader CC=1 C=63 2 0 78 0 1 0 CPC=0 SVT=1001 1002 0 CC=0 #NT=10101 0 PC=2 posx=1 v=2003 409.618 posy=1 v=2003 35.75 group=63 ISC=4 SVT=5001 5004 0 0 0 transparentPeel SVT=5001 5004 0 0 0 transparentPeelAvg SVT=5001 5004 0 0 0 transparentWeighted SVT=1001 1002 0 0 0 OSC=4 SVT=5001 5004 0 transparentPeel CC=1 C=64 0 0 1 0 1 3 CPC=0 SVT=5001 5004 0 transparentPeelAvg CC=1 C=64 1 0 1 0 1 4 CPC=0 SVT=5001 5004 0 transparentWeighted CC=1 C=64 2 0 1 0 1 5 CPC=0 SVT=1001 1002 0 CC=0 #NT=20003 0 PC=4 name=1 v=5000 transparentPeel posx=1 v=2003 -40.75 posy=1 v=2003 -415.25 rendercontext=1 v=5012 5 group=63 ISC=7 SVT=5001 5014 1 0 0 SVT=5001 5005 2 0 0 SVT=5001 5007 3 0 0 SVT=5001 5008 4 0 0 SVT=5001 5009 5 0 0 SVT=5001 5011 7 0 0 SVT=5001 5011 8 0 0 OSC=1 SVT=5001 5004 6 CC=1 C=65 0 6 64 0 0 0 CPC=0 #NT=20003 0 PC=4 name=1 v=5000 transparentPeelAndAvg posx=1 v=2003 -37.0 posy=1 v=2003 97.25 rendercontext=1 v=5012 6 group=63 ISC=7 SVT=5001 5014 1 0 0 SVT=5001 5005 2 0 0 SVT=5001 5007 3 0 0 SVT=5001 5008 4 0 0 SVT=5001 5009 5 0 0 SVT=5001 5011 7 0 0 SVT=5001 5011 8 0 0 OSC=1 SVT=5001 5004 6 CC=1 C=66 0 6 64 1 0 0 CPC=0 #NT=20003 0 PC=4 name=1 v=5000 transparentWeightedAvg posx=1 v=2003 -40.75 posy=1 v=2003 522.25 rendercontext=1 v=5012 7 group=63 ISC=7 SVT=5001 5014 1 0 0 SVT=5001 5005 2 0 0 SVT=5001 5007 3 0 0 SVT=5001 5008 4 0 0 SVT=5001 5009 5 0 0 SVT=5001 5011 7 0 0 SVT=5001 5011 8 0 0 OSC=1 SVT=5001 5004 6 CC=1 C=67 0 6 64 2 0 0 CPC=0 #NT=20141 0 PC=2 posx=1 v=2003 -379.507 posy=1 v=2003 -381.402 group=63 ISC=2 SVT=5001 3003 1 0 0 SVT=5001 2003 3 0 0 OSC=1 SVT=5001 5009 2 CC=1 C=68 0 2 65 4 5 0 CPC=0 #NT=20141 0 PC=2 posx=1 v=2003 -382.255 posy=1 v=2003 197.321 group=63 ISC=2 SVT=5001 3003 1 0 0 SVT=5001 2003 3 0 0 OSC=1 SVT=5001 5009 2 CC=1 C=69 0 2 66 4 5 0 CPC=0 #NT=20141 0 PC=2 posx=1 v=2003 -369.841 posy=1 v=2003 547.738 group=63 ISC=2 SVT=5001 3003 1 0 0 SVT=5001 2003 3 0 0 OSC=1 SVT=5001 5009 2 CC=1 C=70 0 2 67 4 5 0 CPC=0 #NT=20028 0 PC=15 name=1 v=5000 TransDepthTexture posx=1 v=2003 -1480.96 posy=1 v=2003 43.6076 collapsed=1 v=2001 1 fullpathinshader=2 e=4 v=2001 0 exposetoui=2 e=3 v=2001 0 autoPreviewTexture=2 e=4 v=2001 1 defineinheader=2 e=1 v=2001 0 texturenodename=2 e=5 v=5000 semantic=2 e=0 v=5000 transpdepthtexture mipmaplevels=2 e=5 v=2002 -1 typeofmap=2 e=0 v=5012 5 uveditororder=2 e=12 v=2002 -1 uiorder=2 e=13 v=2002 0 uigroup=2 e=13 v=5000 group=63 ISC=3 SVT=2002 2002 1 0 0 SVT=2002 2002 3 0 0 SVT=2002 2002 4 0 0 OSC=1 SVT=5001 5011 2 CC=2 C=71 0 2 72 0 3 0 CPC=0 C=71 0 2 80 0 1 0 CPC=0 #NT=20092 0 PC=9 name=1 v=5000 DepthSampler posx=1 v=2003 -1200.18 posy=1 v=2003 46.0648 collapsed=1 v=2001 1 filter=2 e=6 v=5012 1 addressu=2 e=7 v=5012 3 addressv=2 e=8 v=5012 3 addressw=2 e=9 v=5012 0 bordercolor=2 e=10 v=3003 1.0,1.0,1.0,1.0 group=63 ISC=2 SVT=5001 5011 3 0 0 SVT=2002 2002 2 0 0 OSC=1 SVT=5001 5013 1 CC=1 C=72 0 1 80 1 2 0 CPC=0 #NT=20028 0 PC=15 name=1 v=5000 OpaqueDepthTexture posx=1 v=2003 -1475.6 posy=1 v=2003 177.067 collapsed=1 v=2001 1 fullpathinshader=2 e=4 v=2001 0 exposetoui=2 e=3 v=2001 0 autoPreviewTexture=2 e=4 v=2001 1 defineinheader=2 e=1 v=2001 0 texturenodename=2 e=5 v=5000 semantic=2 e=0 v=5000 opaquedepthtexture mipmaplevels=2 e=5 v=2002 -1 typeofmap=2 e=0 v=5012 6 uveditororder=2 e=12 v=2002 -1 uiorder=2 e=13 v=2002 0 uigroup=2 e=13 v=5000 group=63 ISC=3 SVT=2002 2002 1 0 0 SVT=2002 2002 3 0 0 SVT=2002 2002 4 0 0 OSC=1 SVT=5001 5011 2 CC=2 C=73 0 2 74 0 3 0 CPC=0 C=73 0 2 80 0 1 1 CPC=0 #NT=20092 0 PC=9 name=1 v=5000 DepthSampler posx=1 v=2003 -1206.16 posy=1 v=2003 255.082 collapsed=1 v=2001 1 filter=2 e=6 v=5012 1 addressu=2 e=7 v=5012 3 addressv=2 e=8 v=5012 3 addressw=2 e=9 v=5012 0 bordercolor=2 e=10 v=3003 1.0,1.0,1.0,1.0 group=63 ISC=2 SVT=5001 5011 3 0 0 SVT=2002 2002 2 0 0 OSC=1 SVT=5001 5013 1 CC=1 C=74 0 1 80 1 2 1 CPC=0 #NT=10100 1 Vertex World Position-Hw Shader Nodes-Inputs Common PC=12 name=1 v=5000 _VertexWorldPos version=1 v=2003 1.61 posx=1 v=2003 -1408.7 posy=1 v=2003 336.487 collapsed=1 v=2001 1 classname=1 v=5000 Vertex World Position submenuname=1 v=5000 Inputs Common bitmapnodeindex=1 v=2002 66 helpid=1 v=2002 27 grpnodecolor=1 v=5012 5 grpPosX=1 v=2003 -1050.37 grpPosY=1 v=2003 -104.478 group=63 ISC=0 OSC=3 SVT=5001 3003 0 _VertexWorldPosition CC=0 SVT=5001 3002 0 CC=1 C=75 1 0 80 2 99 0 CPC=0 SVT=5001 1002 0 CC=0 #NT=20065 0 PC=3 posx=1 v=2003 -1189.1 posy=1 v=2003 393.498 collapsed=1 v=2001 1 group=63 ISC=0 OSC=1 SVT=5001 4900 1 CC=1 C=76 0 1 80 3 100 0 CPC=0 #NT=20077 0 PC=3 posx=1 v=2003 -1184.2 posy=1 v=2003 477.099 collapsed=1 v=2001 1 group=63 ISC=0 OSC=1 SVT=5001 4900 1 CC=1 C=77 0 1 80 4 101 0 CPC=0 #NT=20118 0 PC=4 note=1 v=5000 Is here to prevent Grp Start from changing socket to float4 posx=1 v=2003 -1230.25 posy=1 v=2003 -231.939 collapsed=1 v=2001 0 group=63 ISC=1 SVT=5001 5009 1 0 0 OSC=1 SVT=5001 5009 2 CC=3 C=78 0 2 68 0 1 0 CPC=0 C=78 0 2 69 0 1 0 CPC=0 C=78 0 2 70 0 1 0 CPC=0 #NT=20105 0 PC=4 note=1 v=5000 Hack - Read .w from target0 posx=1 v=2003 -886.438 posy=1 v=2003 533.857 value=1 v=5000 (_ATTR_OUT_PREFIX_Color0.w > 0.001f ? float4(1.0f, 1.0f, 1.0f, 1.0f) : float4(0.0f, 0.0f, 0.0f, 0.0f)) group=63 ISC=0 OSC=2 SVT=5001 5000 2 CC=0 SVT=5001 3003 3 CC=2 C=79 1 3 70 0 1 1 CPC=0 C=79 1 3 81 1 2 0 CPC=0 #NT=20161 0 PC=5 name=1 v=5000 DepthPeel posx=1 v=2003 -914.806 posy=1 v=2003 200.658 funcname=1 v=5000 DepthPeel text=1 v=5000 float4 sampleTransDepthTex(float2 UV)\n{\n\tfloat4 col = float4(0,0,0,0);\n\n\t#if defined(SFX_CGFX_3) || defined(SFX_HLSL_3)\n\t\tcol = tex2D( SFX_SAMPLER0, UV );\n\t#endif\n\t#ifdef SFX_HLSL_5\n\t\t#if defined(SFX_SWATCH) || defined(_3DSMAX_)\n\t\t\tcol = SFX_TEXTURE0.Sample( SFX_SAMPLER0, UV );\n\t\t#else\n\t\t\tcol = SFX_TEXTURE0.Sample( SFX_SAMPLER0, UV );\n\t\t#endif\n\t#endif\n\t#ifdef SFX_GLSL_4\n\t\tcol = texture( SFX_TEXTURE0, UV );\n\t#endif\n\t#ifdef SFX_OGSFX\n\t\tcol = texture( SFX_SAMPLER0, UV );\n\t#endif\n\t#ifdef SFX_GLSL_1_2\n\t\tcol = texture2D( SFX_TEXTURE0, UV );\n\t#endif\n\n\treturn col;\n}\n\nfloat4 sampleOpaqueDepthTex(float2 UV)\n{\n\tfloat4 col = float4(0,0,0,0);\n\n\t#if defined(SFX_CGFX_3) || defined(SFX_HLSL_3)\n\t\tcol = tex2D( SFX_SAMPLER1, UV );\n\t#endif\n\t#ifdef SFX_HLSL_5\n\t\t#if defined(SFX_SWATCH) || defined(_3DSMAX_)\n\t\t\tcol = SFX_TEXTURE1.Sample( SFX_SAMPLER1, UV );\n\t\t#else\n\t\t\tcol = SFX_TEXTURE1.Sample( SFX_SAMPLER1, UV );\n\t\t#endif\n\t#endif\n\t#ifdef SFX_GLSL_4\n\t\tcol = texture( SFX_TEXTURE1, UV );\n\t#endif\n\t#ifdef SFX_OGSFX\n\t\tcol = texture( SFX_SAMPLER1, UV );\n\t#endif\n\t#ifdef SFX_GLSL_1_2\n\t\tcol = texture2D( SFX_TEXTURE1, UV );\n\t#endif\n\n\treturn col;\n}\n\nstruct DepthPeelOutput \n{ \n\tfloat4 LinearDepth; \n\tfloat Peel;\n}; \n\nDepthPeelOutput DepthPeelFunc( float3 worldPos, float4x4 view, float4x4 viewPrj ) \n{ \n\tDepthPeelOutput OUT; \n\n\t#ifdef SFX_CGFX_3\n\t\tfloat currZ = abs( mul( view, float4(worldPos, 1.0f) ).z );\n\t\tfloat4 Pndc = mul( viewPrj, float4(worldPos, 1.0f) );\n\t\tfloat2 UV = Pndc.xy / Pndc.w * float2(0.5f, 0.5f) + 0.5f;\n\n\t\tfloat prevZ = sampleTransDepthTex(UV).r;\n\t\tfloat opaqZ = sampleOpaqueDepthTex(UV).r;\n\t\tfloat bias = 0.00002f;\n\t\tif (currZ < prevZ * (1.0f + bias) || currZ > opaqZ * (1.0f - bias))\n\t\t{\n\t\t\tdiscard;\n\t\t}\n\n\t\tfloat ld = abs( mul( view, float4(worldPos, 1.0f) ).z );\n\t\tOUT.LinearDepth = float4(ld, ld, ld, ld);\n\t#else\n\t#if defined(SFX_GLSL_1_2) || defined(SFX_GLSL_4) || defined(SFX_OGSFX)\n\t\tfloat currZ = abs( ( view * float4(worldPos, 1.0f) ).z );\n\t\tfloat4 Pndc = viewPrj * float4(worldPos, 1.0f);\n\t\tfloat2 UV = Pndc.xy / Pndc.w * float2(0.5f, 0.5f) + 0.5f;\n\n\t\tfloat prevZ = sampleTransDepthTex(UV).r;\n\t\tfloat opaqZ = sampleOpaqueDepthTex(UV).r;\n\t\tfloat bias = 0.00002f;\n\t\tif (currZ < prevZ * (1.0f + bias) || currZ > opaqZ * (1.0f - bias))\n\t\t{\n\t\t\tdiscard;\n\t\t}\n\n\t\tfloat ld = abs( ( view * float4(worldPos, 1.0f) ).z );\n\t\tOUT.LinearDepth = float4(ld, ld, ld, ld);\n\t#else\n\t\tfloat currZ = abs( mul( float4(worldPos, 1.0f), view ).z );\n\t\tfloat4 Pndc = mul( float4(worldPos, 1.0f), viewPrj );\n\t\tfloat2 UV = Pndc.xy / Pndc.w * float2(0.5f, -0.5f) + 0.5f;\n\n\t\tfloat prevZ = sampleTransDepthTex(UV).r;\n\t\tfloat opaqZ = sampleOpaqueDepthTex(UV).r;\n\t\tfloat bias = 0.00002f;\n\t\tif (currZ < prevZ * (1.0f + bias) || currZ > opaqZ * (1.0f - bias))\n\t\t{\n\t\t\tdiscard;\n\t\t}\n\n\t\tfloat ld = abs( mul( float4(worldPos, 1.0f), view ).z );\n\t\tOUT.LinearDepth = float4(ld, ld, ld, ld);\n#endif\n\t#endif\n\n\tOUT.Peel = 1.0f;\n\n\treturn OUT; \n} \n group=63 ISC=5 SVT=5001 5011 1 0 0 SVT=5001 5013 2 0 0 SVT=5001 3002 99 0 0 worldPos SVT=5001 4900 100 0 0 view SVT=5001 4900 101 0 0 viewPrj OSC=2 SVT=5001 3003 999 LinearDepth CC=1 C=80 0 999 68 0 1 1 CPC=0 SVT=5001 2003 1000 Peel CC=1 C=80 1 1000 81 0 1 0 CPC=0 #NT=20016 0 PC=3 note=1 v=5000 Hack - make transPeelAvg pass do Peel function to discard posx=1 v=2003 -622.047 posy=1 v=2003 437.008 group=63 ISC=2 SVT=5001 2003 1 0 0 SVT=5001 3003 2 0 0 OSC=1 SVT=5001 3003 3 CC=1 C=81 0 3 69 0 1 1 CPC=0