<commit_before>; 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. 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 =

; Debugging settings: influence shader plugins or allow a glance into what
; goes on the inside.
;  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<commit_msg>Clarify comment<commit_after>; 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 =

; Debugging settings: influence shader plugins or allow a glance into what
; goes on the inside.
;  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
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