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fgdata/Effects/ws30water.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/ws30water</name>
<inherits-from>Effects/water</inherits-from>
<technique n="1">
<pass n="0">
<!-- Hardcoded texture unit as we don't do a material lookup -->
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>Textures/Terrain/water.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
</pass>
</technique>
<technique n="2">
<pass n="0">
<!-- Hardcoded texture unit as we don't do a material lookup -->
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>Textures/Terrain/water.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
</pass>
</technique>
<technique n="3">
<pass n="0">
<!-- Hardcoded texture unit as we don't do a material lookup -->
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>Textures/Terrain/water.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
</pass>
</technique>
<technique n="4">
<pass n="0">
<!-- Hardcoded texture unit as we don't do a material lookup -->
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>Textures/Terrain/water.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
</pass>
</technique>
<technique n="5">
<pass n="0">
<!-- Hardcoded texture unit as we don't do a material lookup -->
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>Textures/Terrain/water.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
</pass>
</technique>
<technique n="11">
<pass n="0">
<!-- Hardcoded texture unit as we don't do a material lookup -->
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>Textures/Terrain/water.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
</pass>
</technique>
<technique n="12">
<pass n="0">
<!-- Hardcoded texture unit as we don't do a material lookup -->
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>Textures/Terrain/water.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
</pass>
</technique>
<technique n="109">
<scheme>hdr-geometry</scheme>
<pass>
<!-- Reverse floating point depth buffer -->
<depth>
<function>gequal</function>
<near>1.0</near>
<far>0.0</far>
</depth>
<blend><use>transparent</use></blend>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>Textures/Terrain/water.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<program>
<vertex-shader>Shaders/HDR/geometry.vert</vertex-shader>
<fragment-shader>Shaders/HDR/geometry.frag</fragment-shader>
<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
</program>
<uniform>
<name>color_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
</pass>
</technique>
</PropertyList>