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fgdata/Effects/lfeat.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/lfeat</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<material>
<ambient type="vec4d">
1.0 1.0 1.0 1.0
</ambient>
<diffuse type="vec4d">
1.0 1.0 1.0 1.0
</diffuse>
<specular type="vec4d">
1.0 1.0 1.0 1.0
</specular>
<emissive type="vec4d">
0.0 0.0 0.0 1.0
</emissive>
<shininess>1.2</shininess>
</material>
<transparent>true</transparent>
</parameters>
<technique n="1">
<pass>
<lighting>true</lighting>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<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>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>7</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
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<type>
<use>texture[0]/type</use>
</type>
<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>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<polygon-offset>
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<factor>-0.5</factor>
<units>-2.0</units>
</polygon-offset>
</pass>
</technique>
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</PropertyList>