2020-11-10 00:45:54 +00:00
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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The 'Classic' Compositor pipeline imitates the rendering pipeline that was
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used before multi-pass rendering was introduced, with the added feature of
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optional shadow mapping.
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The precision of the Z-buffer deteriorates with huge near-far spreads, so
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two passes with different depth ranges are used to avoid Z-fighting and
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other unpleasantness.
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-->
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<PropertyList>
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<name>Classic</name>
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<buffer>
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<name>sun-shadowmap-atlas</name>
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<type>2d</type>
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<width><property>/sim/rendering/shadows/sun-atlas-size</property></width>
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<height><property>/sim/rendering/shadows/sun-atlas-size</property></height>
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2021-01-05 10:23:36 +00:00
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<format>depth16</format>
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2020-11-10 00:45:54 +00:00
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<wrap-s>clamp-to-border</wrap-s>
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<wrap-t>clamp-to-border</wrap-t>
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<wrap-r>clamp-to-border</wrap-r>
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<min-filter>linear</min-filter>
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<mag-filter>linear</mag-filter>
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<border-color type="vec4d">1.0 1.0 1.0 1.0</border-color>
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<shadow-comparison>true</shadow-comparison>
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<condition>
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<property>/sim/rendering/shadows/enabled</property>
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</condition>
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</buffer>
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<pass n="0" include="csm-pass.xml">
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<name>csm0</name>
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<near-m>0.1</near-m>
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<far-m>3.0</far-m>
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<viewport>
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<x>0.0</x>
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<y>0.0</y>
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<width>0.5</width>
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<height>0.5</height>
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</viewport>
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</pass>
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<pass n="1" include="csm-pass.xml">
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<name>csm1</name>
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<near-m>3.0</near-m>
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2021-01-05 10:24:19 +00:00
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<far-m>70.0</far-m>
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2020-11-10 00:45:54 +00:00
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<viewport>
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<x>0.5</x>
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<y>0.0</y>
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<width>0.5</width>
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<height>0.5</height>
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</viewport>
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</pass>
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<pass n="2" include="csm-pass.xml">
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<name>csm2</name>
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2021-01-05 10:24:19 +00:00
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<near-m>70.0</near-m>
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<far-m>300.0</far-m>
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2020-11-10 00:45:54 +00:00
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<viewport>
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<x>0.0</x>
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<y>0.5</y>
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<width>0.5</width>
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<height>0.5</height>
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</viewport>
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</pass>
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<pass n="3" include="csm-pass.xml">
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<name>csm3</name>
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2021-01-05 10:24:19 +00:00
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<near-m>300.0</near-m>
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<far-m>1000.0</far-m>
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2020-11-10 00:45:54 +00:00
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<viewport>
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<x>0.5</x>
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<y>0.5</y>
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<width>0.5</width>
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<height>0.5</height>
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</viewport>
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</pass>
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<pass n="10" include="common-scene.xml">
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<name>far</name>
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<z-near>100.0</z-near>
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</pass>
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<pass n="11" include="common-scene.xml">
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<name>near</name>
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<cull-mask>0xfff7ff</cull-mask> <!-- Cull the sky (bit 11 off) -->
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<!-- Only clear the depth buffer so color information isn't overwritten -->
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<clear-mask>depth</clear-mask>
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<z-far>100.0</z-far>
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</pass>
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</PropertyList>
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