1
0
Fork 0
fgdata/Effects/ws30-water.eff

87 lines
2.2 KiB
Text
Raw Normal View History

2022-10-24 18:53:12 +00:00
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/ws30-water</name>
<inherits-from>Effects/ws30</inherits-from>
<!--
ALS ultra shaders.
-->
<technique n="5">
<pass n="0">
<program n="0">
<fragment-shader n="0">Shaders/ws30-water-ALS-ultra.frag</fragment-shader>
</program>
</pass>
</technique>
<!-- ALS High and Medium settings technique.
Uses quality_level and tquality_level uniforms to change quality in fragment shader.
-->
<technique n="6">
<pass n="0">
<program n="0">
<fragment-shader n="0">Shaders/ws30-water-ALS-detailed.frag</fragment-shader>
</program>
</pass>
</technique>
<!-- ALS low settings technique -->
<technique n="7">
<pass n="0">
<program n="0">
<fragment-shader n="0">Shaders/ws30-water-ALS.frag</fragment-shader>
</program>
</pass>
</technique>
<!-- Non-ALS technique with texture rotation -->
<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>
<program n="0">
<!-- Note different index -->
<fragment-shader n="1">Shaders/ws30-water-q1.frag</fragment-shader>
</program>
</pass>
</technique>
<!-- Minimal 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>
<program n="0">
<!-- Note different index -->
<fragment-shader n="1">Shaders/ws30-water-q1.frag</fragment-shader>
</program>
</pass>
</technique>
</PropertyList>