renderProgram ambient/basic_detailwm { hwSkinningVersion ambient/basic_skinning_matrix_detailwm ambient/basic_hardskinning_matrix_detailwm instanceVersion ambient/basic_instance lodVersion ambient/basic state force { depthFunc less // so it behaves like a proper depth fill pass } machineSpec 3 fallBack ambient/basic program vertex reference ambient/basic_detail program fragment arb { <% $define enable_detail $define enable_detailweight_tex $define enable_bumpdetail $define enable_diffdetail $define enable_specdetail $include "interaction/basic_ambient_fragment.inc" %> } } renderProgram ambient/basic_skinning_matrix_detailwm { lodVersion ambient/basic_skinning_matrix state force { depthFunc less } program vertex reference ambient/basic_skinning_matrix_detail program fragment reference ambient/basic_detailwm } renderProgram ambient/basic_hardskinning_matrix_detailwm { lodVersion ambient/basic_hardskinning_matrix state force { depthFunc less } program vertex reference ambient/basic_hardskinning_matrix_detail program fragment reference ambient/basic_detailwm } renderProgram interaction/basic_detailwm { interaction amblitVersion interaction/basic_detailwm_amblit ambientVersion ambient/basic_detailwm hwSkinningVersion interaction/basic_skinning_matrix_detailwm interaction/basic_hardskinning_matrix_detailwm lodVersion interaction/basic instanceVersion interaction/basic_instance machineSpec 3 fallBack interaction/basic state { depthFunc equal maskDepth blend GL_ONE, GL_ONE } program vertex reference interaction/basic_detail program fragment arb { <% $define enable_detail $define enable_detailweight_tex $define enable_bumpdetail $define enable_detaildetail $define enable_specdetail $include "interaction/basic_fragment.inc" %> } } renderProgram interaction/basic_detailwm_amblit { interaction state force { depthFunc less } program vertex reference interaction/basic_detail program fragment arb { <% $define amblit $define ambient $define enable_detail $define enable_detailweight_tex $define enable_bumpdetail $define enable_detaildetail $define enable_specdetail $include "interaction/basic_fragment.inc" %> } } renderProgram interaction/basic_skinning_matrix_detailwm { interaction amblitVersion interaction/basic_skinning_matrix_detailwm_amblit ambientVersion ambient/basic_skinning_matrix_detailwm lodVersion interaction/basic_skinning_matrix machineSpec 3 fallBack interaction/basic_skinning_matrix state { depthFunc equal maskDepth blend GL_ONE, GL_ONE } program vertex reference interaction/basic_skinning_matrix_detail program fragment reference interaction/basic_detailwm } renderProgram interaction/basic_skinning_matrix_detailwm_amblit { interaction state force { depthFunc less } program vertex reference interaction/basic_skinning_matrix_detail program fragment reference interaction/basic_detailwm_amblit } renderProgram interaction/basic_hardskinning_matrix_detailwm { interaction amblitVersion interaction/basic_hardskinning_matrix_detailwm_amblit ambientVersion ambient/basic_hardskinning_matrix_detailwm lodVersion interaction/basic_hardskinning_matrix machineSpec 3 fallBack interaction/basic_hardskinning_matrix state { depthFunc equal maskDepth blend GL_ONE, GL_ONE } program vertex reference interaction/basic_hardskinning_matrix_detail program fragment reference interaction/basic_detailwm } renderProgram interaction/basic_hardskinning_matrix_detailwm_amblit { interaction state force { depthFunc less } program vertex reference interaction/basic_hardskinning_matrix_detail program fragment reference interaction/basic_detailwm_amblit } renderProgram ambient/basic_detailwm_alphatest { hwSkinningVersion ambient/basic_skinning_matrix_detailwm_alphatest ambient/basic_hardskinning_matrix_detailwm_alphatest instanceVersion ambient/basic_alphatest_instance lodVersion ambient/basic_alphatest state force { depthFunc less // so it behaves like a proper depth fill pass } program vertex reference ambient/basic_detail program fragment arb { <% $define enable_detail $define enable_detailweight_tex $define enable_bumpdetail $define enable_detaildetail $define enable_specdetail $define alphatest_kill $include "interaction/basic_ambient_fragment.inc" %> } } renderProgram ambient/basic_skinning_matrix_detailwm_alphatest { lodVersion ambient/basic_skinning_matrix_alphatest state force { depthFunc less } program vertex reference ambient/basic_skinning_matrix_detail program fragment reference ambient/basic_detailwm_alphatest } renderProgram ambient/basic_hardskinning_matrix_detailwm_alphatest { lodVersion ambient/basic_hardskinning_matrix_alphatest state force { depthFunc less } program vertex reference ambient/basic_hardskinning_matrix_detail program fragment reference ambient/basic_detailwm_alphatest } renderProgram interaction/basic_detailwm_alphatest { interaction amblitVersion interaction/basic_detailwm_alphatest_amblit ambientVersion ambient/basic_detailwm_alphatest hwSkinningVersion interaction/basic_skinning_matrix_detailwm_alphatest interaction/basic_hardskinning_matrix_detailwm_alphatest instanceVersion interaction/basic_alphatest_instance lodVersion interaction/basic_alphatest state { depthFunc equal maskDepth blend GL_ONE, GL_ONE } program vertex reference interaction/basic_detail program fragment arb { <% $define enable_detail $define enable_detailweight_tex $define enable_bumpdetail $define enable_detaildetail $define enable_specdetail $define alphatest_kill $include "interaction/basic_fragment.inc" %> } } renderProgram interaction/basic_detailwm_alphatest_amblit { interaction state force { depthFunc less } program vertex reference interaction/basic_detail program fragment arb { <% $define amblit $define ambient $define enable_detail $define enable_detailweight_tex $define enable_bumpdetail $define enable_detaildetail $define enable_specdetail $define alphatest_kill $include "interaction/basic_fragment.inc" %> } } renderProgram interaction/basic_skinning_matrix_detailwm_alphatest { interaction amblitVersion interaction/basic_skinning_matrix_detailwm_alphatest_amblit ambientVersion ambient/basic_skinning_matrix_detailwm_alphatest lodVersion interaction/basic_skinning_matrix_alphatest state { depthFunc equal maskDepth blend GL_ONE, GL_ONE } program vertex reference interaction/basic_skinning_matrix_detail program fragment reference interaction/basic_detailwm_alphatest } renderProgram interaction/basic_skinning_matrix_detailwm_alphatest_amblit { interaction state force { depthFunc less } program vertex reference interaction/basic_skinning_matrix_detail program fragment reference interaction/basic_detailwm_alphatest_amblit } renderProgram interaction/basic_hardskinning_matrix_detailwm_alphatest { interaction amblitVersion interaction/basic_hardskinning_matrix_detailwm_alphatest_amblit ambientVersion ambient/basic_hardskinning_matrix_detailwm_alphatest lodVersion interaction/basic_hardskinning_matrix_alphatest state { depthFunc equal maskDepth blend GL_ONE, GL_ONE } program vertex reference interaction/basic_hardskinning_matrix_detail program fragment reference interaction/basic_detailwm_alphatest } renderProgram interaction/basic_hardskinning_matrix_detailwm_alphatest_amblit { interaction state force { depthFunc less } program vertex reference interaction/basic_hardskinning_matrix_detail program fragment reference interaction/basic_detailwm_alphatest_amblit }