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fgdata/Effects/text-default.eff

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2021-05-14 20:45:36 +00:00
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/text-default</name>
<parameters>
<!-- ibl.glsl -->
<texture n="8">
<image>Textures/PBR/dfg_lut.dds</image>
<type>2d</type>
<filter>linear</filter>
<mag-filter>linear</mag-filter>
<wrap-s>clamp-to-edge</wrap-s>
<wrap-t>clamp-to-edge</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<!-- shadows.glsl -->
<show-shadow-cascades>
<use>/sim/rendering/hdr/debug/show-shadow-cascades</use>
</show-shadow-cascades>
<normal-bias>
<use>/sim/rendering/hdr/shadows/normal-bias</use>
</normal-bias>
<sss-enabled>
<use>/sim/rendering/hdr/shadows/sss-enabled</use>
</sss-enabled>
<sss-step-count>
<use>/sim/rendering/hdr/shadows/sss-step-count</use>
</sss-step-count>
<sss-max-distance>
<use>/sim/rendering/hdr/shadows/sss-max-distance</use>
</sss-max-distance>
<sss-depth-bias>
<use>/sim/rendering/hdr/shadows/sss-depth-bias</use>
</sss-depth-bias>
<!-- exposure.glsl -->
<exposure-compensation>
<use>/sim/rendering/hdr/exposure-compensation</use>
</exposure-compensation>
</parameters>
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<technique n="10">
<pass>
<lighting>true</lighting>
<blend>
<active>true</active>
</blend>
<rendering-hint>transparent</rendering-hint>
<program>
<vertex-shader>Shaders/text.vert</vertex-shader>
<fragment-shader>Shaders/text.frag</fragment-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
</program>
<uniform>
<name>glyphTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
</pass>
</technique>
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<technique n="129">
<scheme>hdr-forward</scheme>
<pass>
<!-- Reverse floating point depth buffer -->
<depth>
<function>gequal</function>
<near>1.0</near>
<far>0.0</far>
<write-mask>false</write-mask>
</depth>
<blend>1</blend>
<rendering-hint>transparent</rendering-hint>
<cull-face>back</cull-face>
<program>
<vertex-shader>Shaders/HDR/text.vert</vertex-shader>
<vertex-shader>Shaders/HDR/aerial_perspective.glsl</vertex-shader>
<fragment-shader>Shaders/HDR/text.frag</fragment-shader>
<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/math.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/shading_transparent.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/surface.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/ibl.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/shadows.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/sun.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/atmos_spectral.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/clustered.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
</program>
<uniform>
<name>glyph_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<!-- shadows.glsl -->
<uniform>
<name>shadow_tex</name>
<type>sampler-2d-shadow</type>
<value type="int">10</value>
</uniform>
<uniform>
<name>debug_shadow_cascades</name>
<type>bool</type>
<value><use>show-shadow-cascades</use></value>
</uniform>
<uniform>
<name>normal_bias</name>
<type>float</type>
<value><use>normal-bias</use></value>
</uniform>
<uniform>
<name>sss_enabled</name>
<type>bool</type>
<value><use>sss-enabled</use></value>
</uniform>
<uniform>
<name>sss_step_count</name>
<type>int</type>
<value><use>sss-step-count</use></value>
</uniform>
<uniform>
<name>sss_max_distance</name>
<type>float</type>
<value><use>sss-max-distance</use></value>
</uniform>
<uniform>
<name>sss_depth_bias</name>
<type>float</type>
<value><use>sss-depth-bias</use></value>
</uniform>
<!-- ibl.glsl -->
<uniform>
<name>dfg_tex</name>
<type>sampler-2d</type>
<value type="int">8</value>
</uniform>
<uniform>
<name>prefiltered_envmap_tex</name>
<type>sampler-cube</type>
<value type="int">9</value>
</uniform>
<!-- aerial_perspective.glsl -->
<uniform>
<name>aerial_perspective_tex</name>
<type>sampler-2d</type>
<value type="int">11</value>
</uniform>
<!-- sun.glsl -->
<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>
</technique>
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</PropertyList>