//DirectX 9.0 HLSL Pixel Shader ps_2_0
fragment_program Jaula.Pixel_Shader hlsl
{
	source Jaula.Pixel_Shader.program.source
	target ps_2_0
	entry_point hlsl_veinedmarble
}

//DirectX 9.0 HLSL Vertex Shader vs_1_1
vertex_program Jaula.Vertex_Shader hlsl
{
	source Jaula.Vertex_Shader.program.source
	target vs_1_1
	entry_point main
}



material jaula/jaula
{
	technique
	{
		//Rendering Pass: Elephant Body (pass index: #0 )
		pass
		{
			//DirectX 9.0 HLSL Pixel Shader ps_2_0
			fragment_program_ref Jaula.Pixel_Shader
			{
				//Shader Constant: Ka
				param_indexed 2 float4 0.000000 0.000000 0.000000 0.989474
				//Shader Constant: Kd
				param_indexed 5 float4 0.240601 0.240601 0.240601 1.000000
				//Shader Constant: Ks
				param_indexed 3 float4 0.721804 0.721804 0.721804 1.000000
				//Shader Constant: base_color
				param_indexed 4 float4 0.451128 0.451128 0.451128 1.000000
				//Shader Constant: global_ambient
				param_indexed 0 float4 0.496241 0.496241 0.496241 1.000000
				//Shader Constant: light_color
				param_indexed 1 float4 1.000000 1.000000 1.000000 1.000000
				//Shader Constant: light_pos
				param_indexed 6 float4 5.600000 100.000000 2.600000 1.000000
				//Shader Constant: noise_amplitude
				param_indexed 7 float4 1.000000 0.0 0.0 0.0
				//Shader Constant: sharpness
				param_indexed 8 float4 5.360000 0.0 0.0 0.0
				//Shader Constant: vein_color
				param_indexed 10 float4 1.000000 1.000000 1.000000 1.000000
				//Shader Constant: vein_frequency
				param_indexed 9 float4 0.720000 0.0 0.0 0.0
			}
			//DirectX 9.0 HLSL Vertex Shader vs_1_1
			vertex_program_ref Jaula.Vertex_Shader
			{
				//Shader Constant: noise_frequency
				param_indexed 8 float4 0.030000 0.0 0.0 0.0
				//Shader Constant: view_matrix
				param_indexed_auto 0 view_matrix
				//Shader Constant: view_proj_matrix
				param_indexed_auto 4 viewproj_matrix
			}
			//Texture Stage 0
			//Noise: "..\Media\Textures\NoiseVolume.dds"
			//State: D3DSAMP_MAGFILTER, Value : D3DTEXF_LINEAR
			//State: D3DSAMP_MINFILTER, Value : D3DTEXF_LINEAR
			//State: D3DSAMP_MIPFILTER, Value : D3DTEXF_LINEAR
			texture_unit
			{
				texture NoiseVolume.dds 3d
				//filtering linear linear linear
			}
		}

	}
}

material jaula/jaula_interior
{
	technique
	{
		//Rendering Pass: Elephant Body (pass index: #0 )
		pass
		{
			//DirectX 9.0 HLSL Pixel Shader ps_2_0
			fragment_program_ref Jaula.Pixel_Shader
			{
				//Shader Constant: Ka
				param_indexed 2 float4 0.000000 0.000000 0.000000 0.989474
				//Shader Constant: Kd
				param_indexed 5 float4 0.240601 0.240601 0.240601 1.000000
				//Shader Constant: Ks
				param_indexed 3 float4 0.721804 0.721804 0.721804 1.000000
				//Shader Constant: base_color
				param_indexed 4 float4 0.451128 0.451128 0.451128 1.000000
				//Shader Constant: global_ambient
				param_indexed 0 float4 0.496241 0.496241 0.496241 1.000000
				//Shader Constant: light_color
				param_indexed 1 float4 1.000000 1.000000 1.000000 1.000000
				//Shader Constant: light_pos
				param_indexed 6 float4 5.600000 100.000000 2.600000 1.000000
				//Shader Constant: noise_amplitude
				param_indexed 7 float4 1.000000 0.0 0.0 0.0
				//Shader Constant: sharpness
				param_indexed 8 float4 5.360000 0.0 0.0 0.0
				//Shader Constant: vein_color
				param_indexed 10 float4 1.000000 1.000000 1.000000 1.000000
				//Shader Constant: vein_frequency
				param_indexed 9 float4 0.720000 0.0 0.0 0.0
			}
			//DirectX 9.0 HLSL Vertex Shader vs_1_1
			vertex_program_ref Jaula.Vertex_Shader
			{
				//Shader Constant: noise_frequency
				param_indexed 8 float4 0.030000 0.0 0.0 0.0
				//Shader Constant: view_matrix
				param_indexed_auto 0 view_matrix
				//Shader Constant: view_proj_matrix
				param_indexed_auto 4 viewproj_matrix
			}
			//Texture Stage 0
			//Noise: "..\Media\Textures\NoiseVolume.dds"
			//State: D3DSAMP_MAGFILTER, Value : D3DTEXF_LINEAR
			//State: D3DSAMP_MINFILTER, Value : D3DTEXF_LINEAR
			//State: D3DSAMP_MIPFILTER, Value : D3DTEXF_LINEAR
			texture_unit
			{
				texture NoiseVolume.dds 3d
				//filtering linear linear linear
			}
		}

	}
}
