2012-09-09 19:23:35 +00:00
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Stub effect file for transparent Rembrandt ported model-combined,
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to provide glass/transparent surfaces with the ubershader active,
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and fallback to plain transparency when the model shader is disabled.
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-->
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<PropertyList>
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2014-11-16 21:09:41 +00:00
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<name>Effects/model-combined-transparent</name>
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2012-09-09 19:23:35 +00:00
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<inherits-from>Effects/model-combined</inherits-from>
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2021-08-19 16:20:37 +00:00
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<parameters>
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<texture n="8">
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<image>Textures/PBR/dfg_lut.dds</image>
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<type>2d</type>
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<filter>linear</filter>
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<mag-filter>linear</mag-filter>
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<wrap-s>clamp-to-edge</wrap-s>
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<wrap-t>clamp-to-edge</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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</parameters>
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2021-04-10 09:14:16 +00:00
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<technique n="1">
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<scheme>hdr-geometry</scheme>
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</technique>
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2021-08-19 16:20:37 +00:00
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2021-04-10 09:14:16 +00:00
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<technique n="2">
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<scheme>hdr-forward</scheme>
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2021-08-19 16:20:37 +00:00
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<pass>
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<!-- Reverse floating point depth buffer -->
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<depth>
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<function>gequal</function>
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<near>1.0</near>
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<far>0.0</far>
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</depth>
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<texture-unit>
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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<mag-filter><use>texture[0]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>8</unit>
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<image><use>texture[8]/image</use></image>
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<type><use>texture[8]/type</use></type>
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<filter><use>texture[8]/filter</use></filter>
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<mag-filter><use>texture[8]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[8]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[8]/wrap-t</use></wrap-t>
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<internal-format><use>texture[8]/internal-format</use></internal-format>
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</texture-unit>
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<blend>1</blend>
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<rendering-hint>transparent</rendering-hint>
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<cull-face><use>cull-face</use></cull-face>
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<program>
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<vertex-shader>Shaders/HDR/geometry-transparent.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/geometry-transparent.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/lighting-include.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/aerial-perspective-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>color_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>color_mode</name>
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<type>int</type>
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<value><use>material/color-mode</use></value>
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</uniform>
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<uniform>
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<name>material_diffuse</name>
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<type>float-vec4</type>
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<value><use>material/diffuse</use></value>
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</uniform>
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<!-- Lighting include -->
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<uniform>
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<name>dfg_lut</name>
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<type>sampler-2d</type>
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<value type="int">8</value>
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</uniform>
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<uniform>
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<name>prefiltered_envmap</name>
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<type>sampler-cube</type>
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<value type="int">9</value>
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</uniform>
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<uniform>
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<name>shadow_tex</name>
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<type>sampler-2d-shadow</type>
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<value type="int">10</value>
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</uniform>
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<!-- Aerial perspective include -->
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<uniform>
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<name>aerial_perspective_lut</name>
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<type>sampler-2d</type>
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<value type="int">11</value>
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</uniform>
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<uniform>
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<name>transmittance_lut</name>
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<type>sampler-2d</type>
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<value type="int">12</value>
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</uniform>
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</pass>
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2021-04-10 09:14:16 +00:00
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</technique>
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2014-02-02 14:07:44 +00:00
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</PropertyList>
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