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fgdata/Effects/HDR/water-shading.eff

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2021-08-25 02:17:09 +00:00
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/HDR/water-shading</name>
<parameters>
<!-- exposure.glsl -->
<exposure-compensation>
<use>/sim/rendering/hdr/exposure-compensation</use>
</exposure-compensation>
</parameters>
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<technique n="1">
<pass>
<stencil>
<function>equal</function>
<value>3</value>
</stencil>
<program>
<vertex-shader>Shaders/HDR/quad.vert</vertex-shader>
<fragment-shader>Shaders/HDR/water_shading.frag</fragment-shader>
<fragment-shader>Shaders/HDR/math.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/normal_encoding.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/pos_from_depth.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/exposure.glsl</fragment-shader>
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</program>
<uniform>
<name>gbuffer0_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>gbuffer1_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>prefiltered_envmap_tex</name>
<type>sampler-cube</type>
<value type="int">9</value>
</uniform>
<!-- pos_from_depth.glsl -->
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<uniform>
<name>depth_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<!-- aerial_perspective.glsl -->
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<uniform>
<name>aerial_perspective_tex</name>
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<type>sampler-2d</type>
<value type="int">11</value>
</uniform>
<!-- sun.glsl -->
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<uniform>
<name>transmittance_tex</name>
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<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>
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</pass>
</technique>
</PropertyList>