; Uncomment to disable all shader techniques with a "detail texture" effect. ;Video.ShaderManager.Tags.detail_texture.Presence = forbidden ; Uncomment to disable all shader techniques with a multipass "detail texture" ; effect. ;Video.ShaderManager.Tags.multipass detail texture.Presence = forbidden ; Other examples: ; Require a tag. Shader techniques without that tag won't validate. ;Video.ShaderManager.Tags.some tag.Presence = required ; Change a tag's priority. All techniques with that tag get theit priorities ; biased with the value specified below. This has the effect that the sum of ; all tag priorities is decisive when two shader techniques have the same ; technique priority. ;Video.ShaderManager.Tags.some tag.Priority = 10 ; Cg general compiler options ;Video.OpenGL.Shader.Cg.CompilerOptions = ; Cg compiler options for vertex programs ;Video.OpenGL.Shader.Cg.CompilerOptions.Vertex = ; Cg compiler options for fragment programs ;Video.OpenGL.Shader.Cg.CompilerOptions.Fragment = ; Cg compiler options for specific profiles ;Video.OpenGL.Shader.Cg.CompilerOptions.Vertex.arbvp1 = ; "Coercion library" for the Cg combiner. The library contains Cg snippets ; for coercions between different data types. Usually, the best idea is to ; just stick to the default coercions... Video.OpenGL.Shader.Cg.Combiner.CoerceLibrary = /shader/combiner-cg/library.xml ; Debugging settings: influence shader plugins or allow a glance into what ; goes on the inside. ; ; Note: a lot of these options are also enabled by shader-debug.cfg. It can be ; pulled in with the "-cfgfile=/config/shader-debug.cfg" command line argument. ; ; Dump compiled Cg programs (allows to inspect generated assembly) ;Video.OpenGL.Shader.Cg.DebugDump = true ;Video.OpenGL.Shader.PS1.UseDisplayLists = false ; PS1.1 - PS1.3 programs are converted to PS1.4 on ATI cards. Enabled to see ; the result of the conversion. ;Video.OpenGL.Shader.PS1.Dump14ConverterOutput = true ;Video.OpenGL.Shader.Fixed.MaxTextureUnits = 2 ; Dump the shader XML apres processing the conditional stuff ;Video.XMLShader.DumpVariantXML = true ; Dump internal condition tree - hardly useful ;Video.XMLShader.DumpConditions = true ; Print out some additional info while processing XML instructions. ;Video.XMLShader.DebugInstructionProcessing = true ; Shader weaver: dump the generated XML to a file before sending it to ; xmlshader. ;Video.ShaderWeaver.DumpWeavedXML = true