// K ENB // Multiple Passes Lenzes w_Individual Size and Color Control // Code extensive modifications by KYO aka Oyama w/some help from Boris ;) // Lenz Texture by OpethFeldt // Copyright (c) 2007-2013 Boris Vorontsov // Medium Hexagons //===================================================================================================== // Internal parameters //===================================================================================================== float ELenzIntensity=1.0; //[Global Intensity] float LenzScaleFactor=0.288; //[Global Scale, will affect all lenzes] //1.0, 0.75, 0.66, 0.5, 0.25, 0.33, 0.322, so on float LenzFactorDraw=1.0; //[Allows for separated factors in case of additional Draw techniques, such as Draw2, ect...] float LenzContrastDraw=1.3; //[Contrast to clouds - More is weaker opacity compared to clouds] /** * Separated Lenzes controls for Draw techniques : Offset, Scale, Scale Factor, Color RGB, Color Multiplier * KYO : color balance will also act as a separate intensity control for each lenz * Color : 1.0, 1.0, 1.0 is full intensity / opacity * If color components are below 1.0, lenz is losing opacity * You can counterbalance it by increasing f#_ColorMultiplier over 1.0 * Fine tuning is balancing global intensity, RGB balance, multiplier */ //Lenz #1 #define f1_LenzOffset -0.8 //Position from Sun to Eye #define f1_LenzScale 0.093 //Size of the Lenz Flare #define f1_LenzFactor 1.0 //Multiplier for Size, in case 2 lenzes are sharing close offset a/o scale #define f1_LenzColor float3(0.75, 0.75, 0.50) //Color in RGB (0.00 to 1.00) for the Lenz Flare #define f1_ColorMultiplier 1.0 //Color Multiplier, in case RGB values are too low - Fine Tuning //Lenz #2 #define f2_LenzOffset -0.54 #define f2_LenzScale 0.066 #define f2_LenzFactor 1.0 #define f2_LenzColor float3(0.85, 0.65, 0.85) #define f2_ColorMultiplier 1.2 //Lenz #3 #define f3_LenzOffset -0.34 #define f3_LenzScale 0.100 #define f3_LenzFactor 1.0 #define f3_LenzColor float3(1.0, 1.0, 1.0) #define f3_ColorMultiplier 1.0 //Lenz #4 #define f4_LenzOffset -0.14 #define f4_LenzScale 0.099 #define f4_LenzFactor 0.75 #define f4_LenzColor float3(0.25, 1.0, 0.75) #define f4_ColorMultiplier 1.0 //Lenz #5 #define f5_LenzOffset -0.27 #define f5_LenzScale 0.072 #define f5_LenzFactor 1.0 #define f5_LenzColor float3(0.3, 0.3, 0.25) #define f5_ColorMultiplier 2.0 //Lenz #6 #define f6_LenzOffset -0.3 #define f6_LenzScale 0.115 #define f6_LenzFactor 0.75 #define f6_LenzColor float3(0.20, 0.30, 0.35) #define f6_ColorMultiplier 1.2 //Lenz #7 #define f7_LenzOffset -0.4 #define f7_LenzScale 0.098 #define f7_LenzFactor 1.0 #define f7_LenzColor float3(1.0, 1.0, 1.0) #define f7_ColorMultiplier 1.0 //Lenz #8 #define f8_LenzOffset -0.2 #define f8_LenzScale 0.081 #define f8_LenzFactor 0.5 #define f8_LenzColor float3(0.25, 0.95, 0.45) #define f8_ColorMultiplier 1.8 //Lenz #9 #define f9_LenzOffset -0.1 #define f9_LenzScale 0.121 #define f9_LenzFactor 0.85 #define f9_LenzColor float3(1.0, 1.0, 1.0) #define f9_ColorMultiplier 1.0 //Lenz #10 #define f10_LenzOffset 0.0 #define f10_LenzScale 0.111 #define f10_LenzFactor 1.0 #define f10_LenzColor float3(0.55, 0.55, 0.55) #define f10_ColorMultiplier 1.0 //Lenz #11 #define f11_LenzOffset 0.8 #define f11_LenzScale 0.234 #define f11_LenzFactor 1.11 #define f11_LenzColor float3(0.35, 0.45, 0.62) #define f11_ColorMultiplier 2.0 //Lenz #12 #define f12_LenzOffset 0.9 #define f12_LenzScale 0.144 #define f12_LenzFactor 1.11 #define f12_LenzColor float3(0.35, 0.35, 0.42) #define f12_ColorMultiplier 1.0 //Lenz #13 #define f13_LenzOffset 1.0 #define f13_LenzScale 0.174 #define f13_LenzFactor 1.11 #define f13_LenzColor float3(0.35, 0.35, 0.42) #define f13_ColorMultiplier 1.0 //Lenz #14 #define f14_LenzOffset 0.42 #define f14_LenzScale 0.064 #define f14_LenzFactor 1.11 #define f14_LenzColor float3(0.35, 0.35, 0.42) #define f14_ColorMultiplier 1.0 //Lenz #15 #define f15_LenzOffset 0.53 #define f15_LenzScale 0.074 #define f15_LenzFactor 1.11 #define f15_LenzColor float3(0.35, 0.35, 0.42) #define f15_ColorMultiplier 1.0 //Lenz #16 #define f16_LenzOffset 0.65 #define f16_LenzScale 0.094 #define f16_LenzFactor 1.11 #define f16_LenzColor float3(0.35, 0.35, 0.42) #define f16_ColorMultiplier 1.0 //Lenz #17 #define f17_LenzOffset 0.76 #define f17_LenzScale 0.104 #define f17_LenzFactor 1.11 #define f17_LenzColor float3(0.35, 0.35, 0.42) #define f17_ColorMultiplier 1.0 //Lenz #18 #define f18_LenzOffset 0.9 #define f18_LenzScale 0.114 #define f18_LenzFactor 1.11 #define f18_LenzColor float3(0.35, 0.35, 0.42) #define f18_ColorMultiplier 1.0 //Lenz #19 #define f19_LenzOffset 1.0 #define f19_LenzScale 0.174 #define f19_LenzFactor 1.11 #define f19_LenzColor float3(0.35, 0.35, 0.42) #define f19_ColorMultiplier 1.0 //Lenz #20 #define f20_LenzOffset 1.2 #define f20_LenzScale 0.224 #define f20_LenzFactor 1.11 #define f20_LenzColor float3(0.35, 0.35, 0.42) #define f20_ColorMultiplier 1.0 //Lenz #21 #define f21_LenzOffset 1.6 #define f21_LenzScale 0.234 #define f21_LenzFactor 1.11 #define f21_LenzColor float3(0.35, 0.35, 0.42) #define f21_ColorMultiplier 1.0 //Lenz #22 #define f22_LenzOffset 1.9 #define f22_LenzScale 0.064 #define f22_LenzFactor 1.11 #define f22_LenzColor float3(0.35, 0.35, 0.42) #define f22_ColorMultiplier 1.0 //Add or Remove additional Lenzes controls here, as done above //This being done, a/o remove passes of technique below //===================================================================================================== // External parameters //===================================================================================================== //Keyboard controlled temporary variables (in some versions exists in the config file). //Press and hold key 1,2,3...8 together with PageUp or PageDown to modify. By default all set to 1.0 float4 tempF1; //0,1,2,3 float4 tempF2; //5,6,7,8 float4 tempF3; //9,0 //x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY float4 ScreenSize; //x=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds) float4 Timer; //xy=sun position on screen, w=visibility float4 LightParameters; //textures texture2D texColor; texture2D texMask; sampler2D SamplerColor = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture=FALSE; MaxMipLevel=0; MipMapLodBias=0; }; sampler2D SamplerMask = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; SRGBTexture=FALSE; MaxMipLevel=0; MipMapLodBias=0; }; struct VS_OUTPUT_POST { float4 vpos : POSITION; float2 txcoord : TEXCOORD0; }; struct VS_INPUT_POST { float3 pos : POSITION; float2 txcoord : TEXCOORD0; }; /** * Several sprites moving similar to lenz effect * They are transformed in vertex shader and drawed separately for better performance * Offset is set in passes of technique */ VS_OUTPUT_POST VS_Draw(VS_INPUT_POST IN, uniform float offset, uniform float scale) { VS_OUTPUT_POST OUT; float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0); pos.y*=ScreenSize.z; //create own parameters instead of this, including uv offsets float2 shift=LightParameters.xy * offset; pos.xy=pos.xy * (scale * LenzScaleFactor) - shift; OUT.vpos=pos; OUT.txcoord.xy=IN.txcoord.xy; return OUT; } float4 PS_Draw(VS_OUTPUT_POST IN, float2 vPos : VPOS, uniform float3 colorfilter, uniform float colormultiplier) : COLOR { float4 res; float2 coord=IN.txcoord.xy; //read sun visibility as amount of effect float sunmask=tex2D(SamplerMask, float2(0.5, 0.5)).x; sunmask=pow(sunmask, LenzContrastDraw); //more contrast to clouds clip(sunmask-0.02);//early exit if too low float4 origcolor=tex2D(SamplerColor, coord.xy); sunmask*=LightParameters.w * (ELenzIntensity * LenzFactorDraw); res.xyz=origcolor * sunmask; float clipper=dot(res.xyz, 0.333); clip(clipper-0.0003);//skip draw if black res.xyz*=colorfilter * colormultiplier; res.w=1.0; return res; } //------------------------------------------------------------------------------------------------------------------------- /** * TECHNIQUES */ technique Draw { pass P0 { VertexShader = compile vs_3_0 VS_Draw(f1_LenzOffset, (f1_LenzScale * f1_LenzFactor)); //offset, scale, scale factor PixelShader = compile ps_3_0 PS_Draw(f1_LenzColor, f1_ColorMultiplier); //Color RGB AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P1 { VertexShader = compile vs_3_0 VS_Draw(f2_LenzOffset, (f2_LenzScale * f2_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f2_LenzColor, f2_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P2 { VertexShader = compile vs_3_0 VS_Draw(f3_LenzOffset, (f3_LenzScale * f3_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f3_LenzColor, f3_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P3 { VertexShader = compile vs_3_0 VS_Draw(f4_LenzOffset, (f4_LenzScale * f4_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f4_LenzColor, f4_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P4 { VertexShader = compile vs_3_0 VS_Draw(f5_LenzOffset, (f5_LenzScale * f5_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f5_LenzColor, f5_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P5 { VertexShader = compile vs_3_0 VS_Draw(f6_LenzOffset, (f6_LenzScale * f6_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f6_LenzColor, f6_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P6 { VertexShader = compile vs_3_0 VS_Draw(f7_LenzOffset, (f7_LenzScale * f7_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f7_LenzColor, f7_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P7 { VertexShader = compile vs_3_0 VS_Draw(f8_LenzOffset, (f8_LenzScale * f8_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f8_LenzColor, f8_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P8 { VertexShader = compile vs_3_0 VS_Draw(f9_LenzOffset, (f9_LenzScale * f9_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f9_LenzColor, f9_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P9 { VertexShader = compile vs_3_0 VS_Draw(f10_LenzOffset, (f10_LenzScale * f10_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f10_LenzColor, f10_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P10 { VertexShader = compile vs_3_0 VS_Draw(f11_LenzOffset, (f11_LenzScale * f11_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f11_LenzColor, f11_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P11 { VertexShader = compile vs_3_0 VS_Draw(f11_LenzOffset, (f12_LenzScale * f12_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f12_LenzColor, f12_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P12 { VertexShader = compile vs_3_0 VS_Draw(f13_LenzOffset, (f13_LenzScale * f13_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f13_LenzColor, f13_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P13 { VertexShader = compile vs_3_0 VS_Draw(f14_LenzOffset, (f14_LenzScale * f14_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f14_LenzColor, f14_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P14 { VertexShader = compile vs_3_0 VS_Draw(f15_LenzOffset, (f15_LenzScale * f15_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f15_LenzColor, f15_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P15 { VertexShader = compile vs_3_0 VS_Draw(f16_LenzOffset, (f16_LenzScale * f16_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f16_LenzColor, f16_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P16 { VertexShader = compile vs_3_0 VS_Draw(f17_LenzOffset, (f17_LenzScale * f17_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f17_LenzColor, f17_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P17 { VertexShader = compile vs_3_0 VS_Draw(f18_LenzOffset, (f18_LenzScale * f18_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f18_LenzColor, f18_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P18 { VertexShader = compile vs_3_0 VS_Draw(f19_LenzOffset, (f19_LenzScale * f19_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f19_LenzColor, f19_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P19 { VertexShader = compile vs_3_0 VS_Draw(f20_LenzOffset, (f20_LenzScale * f20_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f20_LenzColor, f20_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P20 { VertexShader = compile vs_3_0 VS_Draw(f21_LenzOffset, (f21_LenzScale * f21_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f21_LenzColor, f21_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } pass P21 { VertexShader = compile vs_3_0 VS_Draw(f22_LenzOffset, (f22_LenzScale * f22_LenzFactor)); PixelShader = compile ps_3_0 PS_Draw(f22_LenzColor, f22_ColorMultiplier); AlphaBlendEnable=TRUE; SrcBlend=ONE; DestBlend=ONE; ColorWriteEnable = ALPHA|RED|GREEN|BLUE; DitherEnable=FALSE; ZEnable=FALSE; CullMode=NONE; ALPHATESTENABLE=FALSE; SEPARATEALPHABLENDENABLE=FALSE; StencilEnable=FALSE; FogEnable=FALSE; SRGBWRITEENABLE=FALSE; } } // KYO : and so on...