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Geek Games #12
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GEGA012.iso
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eroticos
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dreamstrippergdidemoinstall.exe
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DreamStripper.msi
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_8A941BDB14F779B8105FDFAA799C6946
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_C68B7B0F39684A84914001D3453BE54D
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Text File
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2005-05-18
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2KB
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91 lines
/*********************************************************************
//*
//*Copyright (c) 2001-2005, Ensign Games Ltd. All rights reserved.
//*
//*********************************************************************/
float4x4 World : WORLD;
float4x4 View : VIEW;
float4x4 Proj : PROJ;
float4 DiffuseMaterial : DIFFUSE;
float4 SpecularMaterial : SPECULAR;
float SpecularPower : SPECULARPOWER;
sampler DiffuseMap : register(s0);
//standard input for this effect
struct VS_INPUT
{
float3 Position : POSITION;
float3 Normal : NORMAL;
#if defined (VERTEX_COLORS)
float4 Color0 : COLOR0;
#endif
float2 TexCoord : TEXCOORD0;
};
VS_INPUT VertexDeclaration;
technique TnL
{
pass P0
{
VertexShader = NULL;
PixelShader = NULL;
WorldTransform[0] = (World);
ViewTransform = (View);
ProjectionTransform = (Proj);
MagFilter[0] = Linear;
MinFilter[0] = Linear;
MipFilter[0] = Linear;
Lighting = true;
#if defined(DIFFUSE_MAP)
ColorOp[0] = Modulate;
AlphaOp[0] = Modulate;
MaterialDiffuse = float4(1.0f,1.0f,1.0f,1);
MaterialAmbient = float4(1.0f,1.0f,1.0f,1);
DiffuseMaterialSource = Material;
#else
ColorOp[0] = SelectArg2;
AlphaOp[0] = SelectArg2;
// MaterialDiffuse = float4(1.0f,1.0f,1.0f,1);
MaterialDiffuse = (DiffuseMaterial);
MaterialAmbient = (DiffuseMaterial);
DiffuseMaterialSource = Material;
#endif
#if defined (VERTEX_COLORS)
EmissiveMaterialSource = Color1;
ColorVertex = true;
#else
EmissiveMaterialSource = Material;
ColorVertex = false;
#endif
ColorArg1[0] = Texture;
ColorArg2[0] = Diffuse;
ColorOp[1] = Disable;
AlphaArg1[0] = Texture;
AlphaArg2[0] = Diffuse;
AlphaOp[1] = Disable;
MaterialSpecular = (SpecularMaterial);
MaterialEmissive = float4(0,0,0,0);
MaterialPower = (SpecularPower);
ZEnable = true;
ZFunc = LessEqual;
FillMode = Solid;
ZWriteEnable = true;
CullMode = CW;
SpecularEnable = true;
}
}