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fgdata/Effects/lightmap.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/lightmap</name>
<parameters>
<texture n ="0">
<type>white</type>
</texture>
<vertex-program-two-side type="bool">false</vertex-program-two-side>
<material>
<color-mode-uniform>1</color-mode-uniform> <!-- DIFFUSE -->
</material>
<condition><use>/sim/rendering/shader/generic</use></condition>
<factor>1</factor>
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</parameters>
<technique n="10">
<predicate>
<and>
<property>/sim/rendering/shaders/generic</property>
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<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>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<active><use>material/active</use></active>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode><use>material/color-mode</use></color-mode>
</material>
<blend>
<active><use>blend/active</use></active>
<source><use>blend/source</use></source>
<destination><use>blend/destination</use></destination>
</blend>
<shade-model><use>shade-model</use></shade-model>
<cull-face><use>cull-face</use></cull-face>
<rendering-hint><use>rendering-hint</use></rendering-hint>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<filter><use>texture[0]/filter</use></filter>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
<!--
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
-->
</texture-unit>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>1</unit>
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<type><use>texture[1]/type</use></type>
<image><use>texture[1]/image</use></image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/lightmap.vert</vertex-shader>
<fragment-shader>Shaders/lightmap.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>lightmap_texture</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value><use>material/color-mode-uniform</use></value>
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</uniform>
<uniform>
<name>condition</name>
<type>float</type>
<value><use>condition</use></value>
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</uniform>
<uniform>
<name>lightmap_factor</name>
<type>float</type>
<value><use>factor</use></value>
</uniform>
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</pass>
</technique>
<technique n="11">
<pass>
<lighting>true</lighting>
<material>
<active><use>material/active</use></active>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode><use>material/color-mode</use></color-mode>
</material>
<blend>
<active><use>blend/active</use></active>
<source><use>blend/source</use></source>
<destination><use>blend/destination</use></destination>
</blend>
<shade-model><use>shade-model</use></shade-model>
<cull-face><use>cull-face</use></cull-face>
<rendering-hint><use>rendering-hint</use></rendering-hint>
<texture-unit>
<active><use>texture[0]/active</use></active>
<unit>0</unit>
<image><use>texture[0]/image</use></image>
<filter><use>texture[0]/filter</use></filter>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
<!--
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
-->
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<!-- A two-sided lighting model is set by default near the root
of the scene graph. Perhaps that ought to be set in this
effect?
-->
</pass>
</technique>
</PropertyList>