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@@ -594,7 +594,7 @@ A material definition looks like this:
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\code
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\code
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<material>
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<material>
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<technique name="TechniqueName" quality="q" loddistance="d" sm3="true|false" />
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<technique name="TechniqueName" quality="q" loddistance="d" sm3="true|false" />
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- <texture unit="diffuse|normal|specular|detail|environment|emissive" name="TextureName" />
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+ <texture unit="diffuse|normal|specular|emissive|environment" name="TextureName" />
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<texture ... />
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<texture ... />
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<parameter name="name" value="x y z w" />
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<parameter name="name" value="x y z w" />
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<parameter ... />
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<parameter ... />
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@@ -809,7 +809,7 @@ In addition to configuring programmatically, the PostProcess can be configured w
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<rendertarget name="RenderTargetName" size="x y" | sizedivisor="x y" format="rgb|rgba|float" filter="true|false" />
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<rendertarget name="RenderTargetName" size="x y" | sizedivisor="x y" format="rgb|rgba|float" filter="true|false" />
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<parameter name="GlobalShaderParameterName" value="x y z w" />
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<parameter name="GlobalShaderParameterName" value="x y z w" />
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<pass vs="VertexShaderName" ps="PixelShaderName" output="viewport|RenderTargetName" />
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<pass vs="VertexShaderName" ps="PixelShaderName" output="viewport|RenderTargetName" />
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- <texture unit="diffuse|normal|specular|detail|environment|emissive" name="viewport|RenderTargetName|TextureName" />
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+ <texture unit="diffuse|normal|specular|emissive|environment" name="viewport|RenderTargetName|TextureName" />
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<parameter name="ShaderParameterName" value="x y z w" />
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<parameter name="ShaderParameterName" value="x y z w" />
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</pass>
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</pass>
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</postprocess>
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</postprocess>
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