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fgdata/Effects/chrome.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/chrome</name>
<parameters>
<texture n ="0">
<type>transparent</type>
</texture>
<chrome-light><use>/rendering/scene/chrome-light</use></chrome-light>
</parameters>
<technique n="11">
<pass>
<lighting>false</lighting>
<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>
<unit>0</unit>
<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>
-->
<texenv-combine>
<combine-rgb>modulate</combine-rgb>
<source0-rgb>constant</source0-rgb>
<operand0-rgb>src-color</operand0-rgb>
<source1-rgb>texture1</source1-rgb>
<operand1-rgb>src-color</operand1-rgb>
<constant-color><use>chrome-light</use></constant-color>
</texenv-combine>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image><use>chrome-texture</use></image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<texenv-combine>
<combine-rgb>interpolate</combine-rgb>
<source0-rgb>texture0</source0-rgb>
<operand0-rgb>src-color</operand0-rgb>
<source1-rgb>previous</source1-rgb>
<operand1-rgb>src-color</operand1-rgb>
<source2-rgb>texture0</source2-rgb>
<operand2-rgb>src-alpha</operand2-rgb>
<!-- Are these used for anything? -->
<combine-alpha>replace</combine-alpha>
<source0-alpha>texture1</source0-alpha>
<operand0-alpha>src-alpha</operand0-alpha>
</texenv-combine>
<texgen>
<mode>sphere-map</mode>
</texgen>
</texture-unit>
</pass>
</technique>
2021-08-25 12:32:22 +00:00
<technique n="109">
<scheme>hdr-geometry</scheme>
<pass>
<!-- Reverse floating point depth buffer -->
<depth>
<function>gequal</function>
<near>1.0</near>
<far>0.0</far>
</depth>
<stencil>
<function>always</function>
<value>8</value>
<pass>replace</pass>
</stencil>
<blend>0</blend>
<rendering-hint>opaque</rendering-hint>
<cull-face><use>cull-face</use></cull-face>
<program>
<vertex-shader>Shaders/HDR/geometry-chrome.vert</vertex-shader>
<fragment-shader>Shaders/HDR/geometry-chrome.frag</fragment-shader>
<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
</program>
</pass>
</technique>
</PropertyList>