1
0
Fork 0
fgdata/Compositor/Effects/model-transparent.eff

197 lines
4.9 KiB
Text
Raw Normal View History

<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/model-transparent</name>
<!-- <inherits-from>Effects/shadow</inherits-from> -->
<parameters>
<texture n="0">
<type>white</type>
</texture>
<vertex-program-two-side type="bool">false</vertex-program-two-side>
<material>
<color-mode-uniform>1</color-mode-uniform>
<!-- DIFFUSE -->
</material>
</parameters>
<technique n="9">
<pass>
<lighting>true</lighting>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<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>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<active>
<use>texture[0]/active</use>
</active>
<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>
-->
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<!-- A two-sided lighting model is set by default near the root
of the scene graph. Perhaps that ought to be set in this
effect?
-->
</pass>
</technique>
<technique n="19">
<scheme>als-lighting</scheme>
<pass>
<lighting>true</lighting>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<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>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<active>
<use>texture[0]/active</use>
</active>
<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>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/model-transparent.vert</vertex-shader>
<fragment-shader>Shaders/ALS/model-transparent.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>