fragment_program Ogre/Compositor/TilingFP cg { source TilingFP.cg entry_point Tiling_ps profiles ps_2_0 arbfp1 } material Ogre/Compositor/Tiling { technique { pass { cull_hardware none cull_software none depth_func always_pass vertex_program_ref Ogre/Compositor/StdQuad_Tex2a_vp { } //DirectX 9.0 HLSL Pixel Shader ps_2_0 fragment_program_ref Ogre/Compositor/TilingFP { param_named NumTiles float 75.0 param_named Threshhold float 0.15 } texture_unit RT { tex_coord_set 0 tex_address_mode clamp filtering trilinear } } } }