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fgdata/Effects/stars.eff

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2021-04-10 09:14:16 +00:00
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/stars</name>
<parameters>
<max-radiance type="float">50.0</max-radiance>
</parameters>
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<!-- Fixed-pipeline fallback -->
<technique n="11">
<pass>
<!--
An empty pass should be fine as we are filling the stateset manually
in simgear/scene/sky/stars.cxx
-->
</pass>
</technique>
<technique n="129">
<scheme>hdr-forward</scheme>
<pass>
<!-- Disable depth testing -->
<depth>
<enabled>false</enabled>
</depth>
<!-- Only render the stars on top of the skydome -->
<stencil>
<function>equal</function>
<value>0</value>
</stencil>
<!-- Make sure we render after the skydome -->
<render-bin>
<bin-number>-9</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<cull-face>off</cull-face>
<!-- Additive blending to add the sky in-scattering from the skydome -->
<blend>
<active>true</active>
<source>one</source>
<destination>one</destination>
</blend>
<program>
<vertex-shader>Shaders/HDR/stars.vert</vertex-shader>
<fragment-shader>Shaders/HDR/stars.frag</fragment-shader>
<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
</program>
<uniform>
<name>max_radiance</name>
<type>float</type>
<value><use>max-radiance</use></value>
</uniform>
<uniform>
<name>transmittance_tex</name>
<type>sampler-2d</type>
<value type="int">12</value>
</uniform>
<!-- exposure.glsl -->
<uniform>
<name>lum_tex</name>
<type>sampler-2d</type>
<value type="int">14</value>
</uniform>
<uniform>
<name>exposure_compensation</name>
<type>float</type>
<value><use>exposure-compensation</use></value>
</uniform>
</pass>
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</technique>
</PropertyList>