technique mtarini // #001 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_NO, EMISS_NO); }} technique mtarini_EmisXtca // #002 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_NO, EMISS_T1A); }} technique mtarini_EmisXtb // #003 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_NO, EMISS_T2RGB); }} technique mtarini_EmisXvca // #004 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_NO, EMISS_VCA); }} technique mtarini_TranspXtca // #005 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_T1A, EMISS_NO); }} technique mtarini_TranspXtca_EmisXtba // #006 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_T1A, EMISS_T2A); }} technique mtarini_TranspXtca_EmisXtb // #007 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_T1A, EMISS_T2RGB); }} technique mtarini_TranspXtca_EmisXvca // #008 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_T1A, EMISS_VCA); }} technique mtarini_TranspXvca // #009 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_VCA, EMISS_NO); }} technique mtarini_TranspXvca_EmisXtca // #010 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_VCA, EMISS_T1A); }} technique mtarini_TranspXvca_EmisXtb // #011 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_VCA, EMISS_T2RGB); }} technique mtarini_Shin // #012 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_NO, EMISS_NO); }} technique mtarini_Shin_EmisXtca // #013 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_NO, EMISS_T1A); }} technique mtarini_Shin_EmisXtb // #014 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_NO, EMISS_T2RGB); }} technique mtarini_Shin_EmisXvca // #015 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_NO, EMISS_VCA); }} technique mtarini_Shin_TranspXtca // #016 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_T1A, EMISS_NO); }} technique mtarini_Shin_TranspXtca_EmisXtba // #017 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_T1A, EMISS_T2A); }} technique mtarini_Shin_TranspXtca_EmisXtb // #018 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_T1A, EMISS_T2RGB); }} technique mtarini_Shin_TranspXtca_EmisXvca // #019 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_T1A, EMISS_VCA); }} technique mtarini_Shin_TranspXvca // #020 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_VCA, EMISS_NO); }} technique mtarini_Shin_TranspXvca_EmisXtca // #021 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_VCA, EMISS_T1A); }} technique mtarini_Shin_TranspXvca_EmisXtb // #022 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_VCA, EMISS_T2RGB); }} technique mtarini_ShinXtca // #023 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, TRANSP_NO, EMISS_NO); }} technique mtarini_ShinXtca_EmisXtba // #024 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, TRANSP_NO, EMISS_T2A); }} technique mtarini_ShinXtca_EmisXtb // #025 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, TRANSP_NO, EMISS_T2RGB); }} technique mtarini_ShinXtca_EmisXvca // #026 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, TRANSP_NO, EMISS_VCA); }} technique mtarini_ShinXtca_TranspXvca // #027 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, TRANSP_VCA, EMISS_NO); }} technique mtarini_ShinXtca_TranspXvca_EmisXtba // #028 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, TRANSP_VCA, EMISS_T2A); }} technique mtarini_ShinXtca_TranspXvca_EmisXtb // #029 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, TRANSP_VCA, EMISS_T2RGB); }} technique mtarini_ShinXtba_EmisXtca // #030 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, TRANSP_NO, EMISS_T1A); }} technique mtarini_ShinXtba_TranspXtca // #031 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, TRANSP_T1A, EMISS_NO); }} technique mtarini_ShinXtba_TranspXtca_EmisXtb // #032 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, TRANSP_T1A, EMISS_T2RGB); }} technique mtarini_ShinXtba_TranspXtca_EmisXvca // #033 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, TRANSP_T1A, EMISS_VCA); }} technique mtarini_ShinXtba_TranspXvca_EmisXtca // #034 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, TRANSP_VCA, EMISS_T1A); }} technique mtarini_ShinXtb // #035 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, TRANSP_NO, EMISS_NO); }} technique mtarini_ShinXtb_EmisXtca // #036 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, TRANSP_NO, EMISS_T1A); }} technique mtarini_ShinXtb_EmisXvca // #037 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, TRANSP_NO, EMISS_VCA); }} technique mtarini_ShinXtb_TranspXtca // #038 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, TRANSP_T1A, EMISS_NO); }} technique mtarini_ShinXtb_TranspXtca_EmisXtba // #039 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, TRANSP_T1A, EMISS_T2A); }} technique mtarini_ShinXtb_TranspXtca_EmisXvca // #040 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, TRANSP_T1A, EMISS_VCA); }} technique mtarini_ShinXtb_TranspXvca // #041 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, TRANSP_VCA, EMISS_NO); }} technique mtarini_ShinXtb_TranspXvca_EmisXtca // #042 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, TRANSP_VCA, EMISS_T1A); }} technique mtarini_ShinXvca // #043 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, TRANSP_NO, EMISS_NO); }} technique mtarini_ShinXvca_EmisXtca // #044 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, TRANSP_NO, EMISS_T1A); }} technique mtarini_ShinXvca_EmisXtb // #045 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, TRANSP_NO, EMISS_T2RGB); }} technique mtarini_ShinXvca_TranspXtca // #046 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, TRANSP_T1A, EMISS_NO); }} technique mtarini_ShinXvca_TranspXtca_EmisXtba // #047 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, TRANSP_T1A, EMISS_T2A); }} technique mtarini_ShinXvca_TranspXtca_EmisXtb // #048 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, TRANSP_T1A, EMISS_T2RGB); }} technique mtarini_Bump // #049 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, TRANSP_NO, EMISS_NO); }} technique mtarini_EmisXtca_Bump // #050 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, TRANSP_NO, EMISS_T1A); }} technique mtarini_EmisXvca_Bump // #051 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, TRANSP_NO, EMISS_VCA); }} technique mtarini_TranspXtca_Bump // #052 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, TRANSP_T1A, EMISS_NO); }} technique mtarini_TranspXtca_EmisXtba_Bump // #053 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, TRANSP_T1A, EMISS_T2A); }} technique mtarini_TranspXtca_EmisXvca_Bump // #054 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, TRANSP_T1A, EMISS_VCA); }} technique mtarini_TranspXvca_Bump // #055 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, TRANSP_VCA, EMISS_NO); }} technique mtarini_TranspXvca_EmisXtca_Bump // #056 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, TRANSP_VCA, EMISS_T1A); }} technique mtarini_Shin_Bump // #057 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, TRANSP_NO, EMISS_NO); }} technique mtarini_Shin_EmisXtca_Bump // #058 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, TRANSP_NO, EMISS_T1A); }} technique mtarini_Shin_EmisXvca_Bump // #059 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, TRANSP_NO, EMISS_VCA); }} technique mtarini_Shin_TranspXtca_Bump // #060 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, TRANSP_T1A, EMISS_NO); }} technique mtarini_Shin_TranspXtca_EmisXtba_Bump // #061 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, TRANSP_T1A, EMISS_T2A); }} technique mtarini_Shin_TranspXtca_EmisXvca_Bump // #062 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, TRANSP_T1A, EMISS_VCA); }} technique mtarini_Shin_TranspXvca_Bump // #063 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, TRANSP_VCA, EMISS_NO); }} technique mtarini_Shin_TranspXvca_EmisXtca_Bump // #064 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, TRANSP_VCA, EMISS_T1A); }} technique mtarini_ShinXtca_Bump // #065 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, TRANSP_NO, EMISS_NO); }} technique mtarini_ShinXtca_EmisXtba_Bump // #066 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, TRANSP_NO, EMISS_T2A); }} technique mtarini_ShinXtca_EmisXvca_Bump // #067 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, TRANSP_NO, EMISS_VCA); }} technique mtarini_ShinXtca_TranspXvca_Bump // #068 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, TRANSP_VCA, EMISS_NO); }} technique mtarini_ShinXtca_TranspXvca_EmisXtba_Bump // #069 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, TRANSP_VCA, EMISS_T2A); }} technique mtarini_ShinXtba_EmisXtca_Bump // #070 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T2A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T2A, TRANSP_NO, EMISS_T1A); }} technique mtarini_ShinXtba_TranspXtca_Bump // #071 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T2A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T2A, TRANSP_T1A, EMISS_NO); }} technique mtarini_ShinXtba_TranspXtca_EmisXvca_Bump // #072 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T2A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T2A, TRANSP_T1A, EMISS_VCA); }} technique mtarini_ShinXtba_TranspXvca_EmisXtca_Bump // #073 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T2A, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T2A, TRANSP_VCA, EMISS_T1A); }} technique mtarini_ShinXvca_Bump // #074 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_VCA, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_VCA, TRANSP_NO, EMISS_NO); }} technique mtarini_ShinXvca_EmisXtca_Bump // #075 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_VCA, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_VCA, TRANSP_NO, EMISS_T1A); }} technique mtarini_ShinXvca_TranspXtca_Bump // #076 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_VCA, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_VCA, TRANSP_T1A, EMISS_NO); }} technique mtarini_ShinXvca_TranspXtca_EmisXtba_Bump // #077 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_VCA, RIG_NO ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_VCA, TRANSP_T1A, EMISS_T2A); }} technique mtarini_Rig // #078 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_NO, EMISS_NO); }} technique mtarini_EmisXtca_Rig // #079 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_NO, EMISS_T1A); }} technique mtarini_EmisXtb_Rig // #080 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_NO, EMISS_T2RGB); }} technique mtarini_EmisXvca_Rig // #081 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_NO, EMISS_VCA); }} technique mtarini_TranspXtca_Rig // #082 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_T1A, EMISS_NO); }} technique mtarini_TranspXtca_EmisXtba_Rig // #083 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_T1A, EMISS_T2A); }} technique mtarini_TranspXtca_EmisXtb_Rig // #084 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_T1A, EMISS_T2RGB); }} technique mtarini_TranspXtca_EmisXvca_Rig // #085 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_T1A, EMISS_VCA); }} technique mtarini_TranspXvca_Rig // #086 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_VCA, EMISS_NO); }} technique mtarini_TranspXvca_EmisXtca_Rig // #087 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_VCA, EMISS_T1A); }} technique mtarini_TranspXvca_EmisXtb_Rig // #088 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_NO, TRANSP_VCA, EMISS_T2RGB); }} technique mtarini_Shin_Rig // #089 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_NO, EMISS_NO); }} technique mtarini_Shin_EmisXtca_Rig // #090 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_NO, EMISS_T1A); }} technique mtarini_Shin_EmisXtb_Rig // #091 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_NO, EMISS_T2RGB); }} technique mtarini_Shin_EmisXvca_Rig // #092 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_NO, EMISS_VCA); }} technique mtarini_Shin_TranspXtca_Rig // #093 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_T1A, EMISS_NO); }} technique mtarini_Shin_TranspXtca_EmisXtba_Rig // #094 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_T1A, EMISS_T2A); }} technique mtarini_Shin_TranspXtca_EmisXtb_Rig // #095 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_T1A, EMISS_T2RGB); }} technique mtarini_Shin_TranspXtca_EmisXvca_Rig // #096 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_T1A, EMISS_VCA); }} technique mtarini_Shin_TranspXvca_Rig // #097 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_VCA, EMISS_NO); }} technique mtarini_Shin_TranspXvca_EmisXtca_Rig // #098 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_VCA, EMISS_T1A); }} technique mtarini_Shin_TranspXvca_EmisXtb_Rig // #099 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_YES, TRANSP_VCA, EMISS_T2RGB); }} technique mtarini_ShinXtca_Rig // #100 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, TRANSP_NO, EMISS_NO); }} technique mtarini_ShinXtca_EmisXtba_Rig // #101 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, TRANSP_NO, EMISS_T2A); }} technique mtarini_ShinXtca_EmisXtb_Rig // #102 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, TRANSP_NO, EMISS_T2RGB); }} technique mtarini_ShinXtca_EmisXvca_Rig // #103 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, TRANSP_NO, EMISS_VCA); }} technique mtarini_ShinXtca_TranspXvca_Rig // #104 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, TRANSP_VCA, EMISS_NO); }} technique mtarini_ShinXtca_TranspXvca_EmisXtba_Rig // #105 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, TRANSP_VCA, EMISS_T2A); }} technique mtarini_ShinXtca_TranspXvca_EmisXtb_Rig // #106 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T1A, TRANSP_VCA, EMISS_T2RGB); }} technique mtarini_ShinXtba_EmisXtca_Rig // #107 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, TRANSP_NO, EMISS_T1A); }} technique mtarini_ShinXtba_TranspXtca_Rig // #108 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, TRANSP_T1A, EMISS_NO); }} technique mtarini_ShinXtba_TranspXtca_EmisXtb_Rig // #109 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, TRANSP_T1A, EMISS_T2RGB); }} technique mtarini_ShinXtba_TranspXtca_EmisXvca_Rig // #110 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, TRANSP_T1A, EMISS_VCA); }} technique mtarini_ShinXtba_TranspXvca_EmisXtca_Rig // #111 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2A, TRANSP_VCA, EMISS_T1A); }} technique mtarini_ShinXtb_Rig // #112 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, TRANSP_NO, EMISS_NO); }} technique mtarini_ShinXtb_EmisXtca_Rig // #113 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, TRANSP_NO, EMISS_T1A); }} technique mtarini_ShinXtb_EmisXvca_Rig // #114 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, TRANSP_NO, EMISS_VCA); }} technique mtarini_ShinXtb_TranspXtca_Rig // #115 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, TRANSP_T1A, EMISS_NO); }} technique mtarini_ShinXtb_TranspXtca_EmisXtba_Rig // #116 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, TRANSP_T1A, EMISS_T2A); }} technique mtarini_ShinXtb_TranspXtca_EmisXvca_Rig // #117 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, TRANSP_T1A, EMISS_VCA); }} technique mtarini_ShinXtb_TranspXvca_Rig // #118 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, TRANSP_VCA, EMISS_NO); }} technique mtarini_ShinXtb_TranspXvca_EmisXtca_Rig // #119 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_T2RGB, TRANSP_VCA, EMISS_T1A); }} technique mtarini_ShinXvca_Rig // #120 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, TRANSP_NO, EMISS_NO); }} technique mtarini_ShinXvca_EmisXtca_Rig // #121 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, TRANSP_NO, EMISS_T1A); }} technique mtarini_ShinXvca_EmisXtb_Rig // #122 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, TRANSP_NO, EMISS_T2RGB); }} technique mtarini_ShinXvca_TranspXtca_Rig // #123 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, TRANSP_T1A, EMISS_NO); }} technique mtarini_ShinXvca_TranspXtca_EmisXtba_Rig // #124 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, TRANSP_T1A, EMISS_T2A); }} technique mtarini_ShinXvca_TranspXtca_EmisXtb_Rig // #125 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_VN, SHINE_VCA, TRANSP_T1A, EMISS_T2RGB); }} technique mtarini_Bump_Rig // #126 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, TRANSP_NO, EMISS_NO); }} technique mtarini_EmisXtca_Bump_Rig // #127 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, TRANSP_NO, EMISS_T1A); }} technique mtarini_EmisXvca_Bump_Rig // #128 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, TRANSP_NO, EMISS_VCA); }} technique mtarini_TranspXtca_Bump_Rig // #129 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, TRANSP_T1A, EMISS_NO); }} technique mtarini_TranspXtca_EmisXtba_Bump_Rig // #130 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, TRANSP_T1A, EMISS_T2A); }} technique mtarini_TranspXtca_EmisXvca_Bump_Rig // #131 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, TRANSP_T1A, EMISS_VCA); }} technique mtarini_TranspXvca_Bump_Rig // #132 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, TRANSP_VCA, EMISS_NO); }} technique mtarini_TranspXvca_EmisXtca_Bump_Rig // #133 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_NO, TRANSP_VCA, EMISS_T1A); }} technique mtarini_Shin_Bump_Rig // #134 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, TRANSP_NO, EMISS_NO); }} technique mtarini_Shin_EmisXtca_Bump_Rig // #135 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, TRANSP_NO, EMISS_T1A); }} technique mtarini_Shin_EmisXvca_Bump_Rig // #136 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, TRANSP_NO, EMISS_VCA); }} technique mtarini_Shin_TranspXtca_Bump_Rig // #137 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, TRANSP_T1A, EMISS_NO); }} technique mtarini_Shin_TranspXtca_EmisXtba_Bump_Rig // #138 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, TRANSP_T1A, EMISS_T2A); }} technique mtarini_Shin_TranspXtca_EmisXvca_Bump_Rig // #139 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, TRANSP_T1A, EMISS_VCA); }} technique mtarini_Shin_TranspXvca_Bump_Rig // #140 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, TRANSP_VCA, EMISS_NO); }} technique mtarini_Shin_TranspXvca_EmisXtca_Bump_Rig // #141 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_YES, TRANSP_VCA, EMISS_T1A); }} technique mtarini_ShinXtca_Bump_Rig // #142 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, TRANSP_NO, EMISS_NO); }} technique mtarini_ShinXtca_EmisXtba_Bump_Rig // #143 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, TRANSP_NO, EMISS_T2A); }} technique mtarini_ShinXtca_EmisXvca_Bump_Rig // #144 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, TRANSP_NO, EMISS_VCA); }} technique mtarini_ShinXtca_TranspXvca_Bump_Rig // #145 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, TRANSP_VCA, EMISS_NO); }} technique mtarini_ShinXtca_TranspXvca_EmisXtba_Bump_Rig // #146 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T1A, TRANSP_VCA, EMISS_T2A); }} technique mtarini_ShinXtba_EmisXtca_Bump_Rig // #147 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T2A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T2A, TRANSP_NO, EMISS_T1A); }} technique mtarini_ShinXtba_TranspXtca_Bump_Rig // #148 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T2A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T2A, TRANSP_T1A, EMISS_NO); }} technique mtarini_ShinXtba_TranspXtca_EmisXvca_Bump_Rig // #149 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T2A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T2A, TRANSP_T1A, EMISS_VCA); }} technique mtarini_ShinXtba_TranspXvca_EmisXtca_Bump_Rig // #150 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T2A, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_T2A, TRANSP_VCA, EMISS_T1A); }} technique mtarini_ShinXvca_Bump_Rig // #151 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_VCA, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_VCA, TRANSP_NO, EMISS_NO); }} technique mtarini_ShinXvca_EmisXtca_Bump_Rig // #152 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_VCA, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_VCA, TRANSP_NO, EMISS_T1A); }} technique mtarini_ShinXvca_TranspXtca_Bump_Rig // #153 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_VCA, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_VCA, TRANSP_T1A, EMISS_NO); }} technique mtarini_ShinXvca_TranspXtca_EmisXtba_Bump_Rig // #154 {pass P0{ VertexShader = compile vs_2_0 vs_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_VCA, RIG_YES ); PixelShader = compile ps_2_0 ps_mtarini_main(PCF_DEFAULT, SHADOW_YES, NORMAL_T2RGB, SHINE_VCA, TRANSP_T1A, EMISS_T2A); }}