; Copyright 2011 Google Inc. All Rights Reserved.
;
; Note: This file is auto-generated. All changes will be lost.

; OpenGL dependent settings.
PLATFORM = ogl {
  ; Bindings for vertex shader.
  ; 
  ; File containing vertex shader code.
  SETTINGS(vertexShader) {
    _textDefinition.file = stfrond.arbvp1
  }
  ; Constant registers.
  SETTINGS(batch_model_view_proj_VS) {
    _baseRegister.value = 1
  }
  SETTINGS(batch_camera_location_VS) {
    _baseRegister.value = 5
  }
  SETTINGS(lightDirection_VS) {
    _baseRegister.value = 6
  }
  SETTINGS(treeRotationVector_VS) {
    _baseRegister.value = 7
  }
  SETTINGS(treePosAndScale_VS) {
    _baseRegister.value = 8
  }
  SETTINGS(lod_profile_VS) {
    _baseRegister.value = 9
  }
  SETTINGS(materialDiffuse_VS) {
    _baseRegister.value = 10
  }
  ; Bindings for pixel shader.
  ; 
  ; File containing pixel shader code.
  SETTINGS(pixelShader) {
    _textDefinition.file = stfrond.arbfp1
  }
  ; Constant registers.
  SETTINGS(materialAmbient_PS) {
    _baseRegister.value = 0
  }
  SETTINGS(materialDiffuse_PS) {
    _baseRegister.value = 1
  }
  ; Texture samplers.
  SETTINGS(diffuseMap_PS) {
    _samplerNumber.value = 0
  }
  SETTINGS(normalMap_PS) {
    _samplerNumber.value = 1
  }
}

; DirectX9 dependent settings.
PLATFORM = dx9 {
  ; Bindings for vertex shader.
  ; 
  ; File containing vertex shader code.
  SETTINGS(vertexShader) {
    _textDefinition.file = stfrond.vs_2_0
  }
  ; Constant registers.
  SETTINGS(batch_model_view_proj_VS) {
    _baseRegister.value = 0
  }
  SETTINGS(batch_camera_location_VS) {
    _baseRegister.value = 4
  }
  SETTINGS(lightDirection_VS) {
    _baseRegister.value = 5
  }
  SETTINGS(treeRotationVector_VS) {
    _baseRegister.value = 6
  }
  SETTINGS(treePosAndScale_VS) {
    _baseRegister.value = 7
  }
  SETTINGS(lod_profile_VS) {
    _baseRegister.value = 8
  }
  SETTINGS(materialDiffuse_VS) {
    _baseRegister.value = 9
  }
  ; Bindings for pixel shader.
  ; 
  ; File containing pixel shader code.
  SETTINGS(pixelShader) {
    _textDefinition.file = stfrond.ps_2_0
  }
  ; Constant registers.
  SETTINGS(materialAmbient_PS) {
    _baseRegister.value = 0
  }
  SETTINGS(materialDiffuse_PS) {
    _baseRegister.value = 1
  }
  ; Texture samplers.
  SETTINGS(diffuseMap_PS) {
    _samplerNumber.value = 0
  }
  SETTINGS(normalMap_PS) {
    _samplerNumber.value = 1
  }
}

