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fgdata/Effects/ssao.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/ssao</name>
<parameters>
<g_scale type="float">1.0</g_scale>
<g_bias type="float">0.0</g_bias>
<g_intensity type="float">7.0</g_intensity>
<g_sample_rad type="float">0.03</g_sample_rad>
<random_size type="float">800.0</random_size>
</parameters>
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<technique n="10">
<predicate>
<and>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
<extension-supported>GL_EXT_gpu_shader4</extension-supported>
</and>
</predicate>
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<pass>
<texture-unit>
<unit>0</unit>
<type>buffer</type>
<name>depth</name>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>buffer</type>
<name>normal</name>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>buffer</type>
<name>spec-emis</name>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>noise</type>
</texture-unit>
<program>
<vertex-shader>Shaders/ssao.vert</vertex-shader>
<fragment-shader>Shaders/ssao.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
</program>
<uniform>
<name>depth_tex</name>
<type>sampler-2d</type>
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<value type="int">0</value>
</uniform>
<uniform>
<name>normal_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>spec_emis_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>noise_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>g_scale</name>
<type>float</type>
<value><use>g_scale</use></value>
</uniform>
<uniform>
<name>g_bias</name>
<type>float</type>
<value><use>g_bias</use></value>
</uniform>
<uniform>
<name>g_intensity</name>
<type>float</type>
<value><use>g_intensity</use></value>
</uniform>
<uniform>
<name>g_sample_rad</name>
<type>float</type>
<value><use>g_sample_rad</use></value>
</uniform>
<uniform>
<name>random_size</name>
<type>float</type>
<value><use>random_size</use></value>
</uniform>
</pass>
</technique>
<technique n="11">
<pass>
<texture-unit>
<unit>0</unit>
<type>buffer</type>
<name>depth</name>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>buffer</type>
<name>normal</name>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>buffer</type>
<name>spec-emis</name>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>noise</type>
</texture-unit>
<program>
<vertex-shader>Shaders/ssao.vert</vertex-shader>
<fragment-shader>Shaders/ssao-ati.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
</program>
<uniform>
<name>depth_tex</name>
<type>sampler-2d</type>
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<value type="int">0</value>
</uniform>
<uniform>
<name>normal_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>spec_emis_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>noise_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>g_scale</name>
<type>float</type>
<value><use>g_scale</use></value>
</uniform>
<uniform>
<name>g_bias</name>
<type>float</type>
<value><use>g_bias</use></value>
</uniform>
<uniform>
<name>g_intensity</name>
<type>float</type>
<value><use>g_intensity</use></value>
</uniform>
<uniform>
<name>g_sample_rad</name>
<type>float</type>
<value><use>g_sample_rad</use></value>
</uniform>
<uniform>
<name>random_size</name>
<type>float</type>
<value><use>random_size</use></value>
</uniform>
</pass>
</technique>
</PropertyList>