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fgdata/Effects/model-pbr.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/model-pbr</name>
<parameters>
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<!-- Base Color -->
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<texture n="0">
<type>white</type>
</texture>
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<base-color-factor type="vec4d">1.0 1.0 1.0 1.0</base-color-factor>
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<!-- Normalmap -->
<texture n="1">
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<type>null-normalmap</type>
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</texture>
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<!-- Metallic and Roughness -->
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<texture n="2">
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<type>white</type>
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</texture>
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<metallic-factor type="float">1.0</metallic-factor>
<roughness-factor type="float">1.0</roughness-factor>
<!-- Occlusion -->
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<texture n="3">
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<type>white</type>
</texture>
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<!-- Emissive -->
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<texture n="4">
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<type>white</type>
</texture>
<emissive-factor type="vec3d">0.0 0.0 0.0</emissive-factor>
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<!-- Alpha Coverage -->
<blend>
<active>false</active>
</blend>
<rendering-hint>opaque</rendering-hint>
<alpha-cutoff>-1.0</alpha-cutoff>
<!-- Double Sided -->
<cull-face>back</cull-face>
<!-- Whether to flip the texture vertically -->
<flip-vertically>false</flip-vertically>
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</parameters>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="20">
<scheme>hdr-geometry</scheme>
<pass>
<texture-unit>
<unit>0</unit>
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<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>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type><use>texture[1]/type</use></type>
<image><use>texture[1]/image</use></image>
<filter><use>texture[1]/filter</use></filter>
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<mag-filter><use>texture[1]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type><use>texture[2]/type</use></type>
<image><use>texture[2]/image</use></image>
<filter><use>texture[2]/filter</use></filter>
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<mag-filter><use>texture[2]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type><use>texture[3]/type</use></type>
<image><use>texture[3]/image</use></image>
<filter><use>texture[3]/filter</use></filter>
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<mag-filter><use>texture[3]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type><use>texture[4]/type</use></type>
<image><use>texture[4]/image</use></image>
<filter><use>texture[4]/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[4]/wrap-s</use></wrap-s>
<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
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</texture-unit>
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<blend><active><use>blend/active</use></active></blend>
<rendering-hint><use>rendering-hint</use></rendering-hint>
<cull-face><use>cull-face</use></cull-face>
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<program>
<vertex-shader>Shaders/HDR/geometry-pbr.vert</vertex-shader>
<fragment-shader>Shaders/HDR/geometry-pbr.frag</fragment-shader>
<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
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<name>base_color_tex</name>
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<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>normal_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
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<name>metallic_roughness_tex</name>
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<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
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<name>occlusion_tex</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
<name>emissive_tex</name>
<type>sampler-2d</type>
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<value type="int">4</value>
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</uniform>
<uniform>
<name>base_color_factor</name>
<type>float-vec4</type>
<value><use>base-color-factor</use></value>
</uniform>
<uniform>
<name>metallic_factor</name>
<type>float</type>
<value><use>metallic-factor</use></value>
</uniform>
<uniform>
<name>roughness_factor</name>
<type>float</type>
<value><use>roughness-factor</use></value>
</uniform>
<uniform>
<name>emissive_factor</name>
<type>float-vec3</type>
<value><use>emissive-factor</use></value>
</uniform>
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<uniform>
<name>alpha_cutoff</name>
<type>float</type>
<value><use>alpha-cutoff</use></value>
</uniform>
<uniform>
<name>flip_vertically</name>
<type>bool</type>
<value><use>flip-vertically</use></value>
</uniform>
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</pass>
</technique>
</PropertyList>