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fgdata/Effects/model-combined-deferred.eff

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<?xml version="1.0" encoding="utf-8"?>
<!-- Stub effect file for Rembrandt ported model-combined,
as that one is explicitly made active under Rembrandt to
provide glass/transparent surfaces with the ubershader.
For now it only disables the ubershader under Rembrandt for
the objects that use it, and replaces it with the default shader.
-->
<PropertyList>
<name>Effects/model-combined-deferred</name>
<inherits-from>Effects/model-combined</inherits-from>
<technique n="8">
<predicate>
<and>
<property>/sim/rendering/rembrandt/enabled</property>
<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>false</lighting>
<material>
<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>ambient-and-diffuse</color-mode>
</material>
<cull-face>back</cull-face>
<program>
<vertex-shader>Shaders/ubershader.vert</vertex-shader>
<fragment-shader>Shaders/ubershader-gbuffer.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
</program>
</pass>
</technique>
</PropertyList>