<?xml version="1.0" encoding="windows-1251"?>
<config version="0.9.7">
<!--

max_tfb_vars - maximum output variables (transfomed vertex attributes) from vertex shader: 1 - 9
               first always position (vec4), other assumed to be texture coordinates(vec4)
                  
method = 	FIXED_FUNCTION_VARYING,                     
	        GLSL_VARYING,
	        GLSL_GLOBAL_VARYING
	      
      
FIXED_FUNCTION_VARYING:
		  GL_POSITION,GL_TEXTURE_COORD_NV for apps not using GLSL. Supported only by nvidia videocards. 
		 		 
GLSL_GLOBAL_VARYING: 
         Use for ripping GLSL post shader. 
		 Shader source remains intact.
		 
GLSL_VARYING: 
         Use for ripping using GLSL post shader and preshader. 
		 Shader source changed (shader cache flush required).
		 
		 
UnprojectMethod = { UNPROJECT_FIXED, UNPROJECT_USERFOV };
      
		UNPROJECT_FIXED - used GL_PROJECTION matrix (old games which uses Hardware Transform),
		UNPROJECT_USERFOV - assuming perspective matrix with user defined FoV 
	  
-->	
	 <param 
         	 activation_code = ""
			 
             outfolder="C:\\temp\\RIPS" 	 
			 blender_path = ""

 comment1 = "MESH---------------------------------------------------------------"			
			 max_tfb_vars="15"
           	 method = "GLSL_GLOBAL_VARYING"
			 bDiscardOnlyPositionMesh = "false"
			 bDiscardOrthoMesh = "false"
			 bLocalSpace = "false" 
			 bSingleGltf = "true"
	         bDisableCullFace = "false"
			 force_normal_id_string = ""
	         force_texcoord_id_string = ""
	         force_normal_id = "123456"
	         force_coord_id = "123456"
			 bSingleTfb = "false"
			 bUseAppProfiles = "true"
             bTexCoordListInverseOrder = "false"					 
	 
comment3 = "PROJ---------------------------------------------------------------"

		    UnprojectMethod = ""
			
			 bUnproject          = "false"
			 bUserProjectionMatrix = "false"
			 ProjectionMatrix  ="[[0.876851, 0.000000, 0.000000, 0.000000],[0.000000, 1.732051, 0.000000, 0.000000],[0.000000, 0.000000, -1.000195, -1.000000],[0.000000, 0.000000, -0.200020, 0.000000]]"

			 UnprojectFoV      = "45"
             UnprojectNear     = "0.1"
			 UnprojectFar      = "1000000"
			 UnprojectWidth    = "1920"
             UnprojectHeigth   = "1080"
		
	        sphere_radius = "0.0"
            sphere_index = "88888"
            sphere_stride = "16"
            sphere_posattr_offset = "0"
			bForceRip ="false"
			force_rip_count = "1"
			
comment4 = "------------------------------------------------------------------"
		 
            vertVaryingExpression = ""
            texVaryingExpression = ""
			
	        bDumpShaderSource = "false"
            bDumpOnlyVertexShaderSource = "true"
			
			
			
			

		   
	 />
</config>
