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fgdata/Effects/HDR/postprocess.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/HDR/postprocess</name>
<parameters>
<bloom-strength><use>/sim/rendering/hdr/bloom/strength</use></bloom-strength>
<debug-ev100><use>/sim/rendering/hdr/debug/display-ev100</use></debug-ev100>
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<!-- redout.glsl -->
<alpha><use>/sim/rendering/redout/alpha</use></alpha>
<red><use>/sim/rendering/redout/red</use></red>
<max-distorsion-amount type="float">0.2</max-distorsion-amount>
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<!-- night_vision.glsl -->
<night-vision-enabled><use>/sim/rendering/hdr/night-vision/enabled</use></night-vision-enabled>
</parameters>
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<technique n="1">
<pass>
<program>
<vertex-shader>Shaders/HDR/quad.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/postprocess.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/math.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/aces.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/noise.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/redout.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/night_vision.glsl</fragment-shader>
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</program>
<uniform>
<name>hdr_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>bloom_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
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</uniform>
<uniform>
<name>bloom_strength</name>
<type>float</type>
<value><use>bloom-strength</use></value>
</uniform>
<uniform>
<name>debug_ev100</name>
<type>bool</type>
<value><use>debug-ev100</use></value>
</uniform>
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<!-- redout.glsl -->
<uniform>
<name>alpha</name>
<type>float</type>
<value><use>alpha</use></value>
</uniform>
<uniform>
<name>red</name>
<type>bool</type>
<value><use>red</use></value>
</uniform>
<uniform>
<name>max_distorsion_amount</name>
<type>float</type>
<value><use>max-distorsion-amount</use></value>
</uniform>
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<!-- night_vision.glsl -->
<uniform>
<name>night_vision_enabled</name>
<type>bool</type>
<value><use>night-vision-enabled</use></value>
</uniform>
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</pass>
</technique>
</PropertyList>