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fgdata/Effects/sunlight.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/sunlight</name>
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<parameters>
<filtering><use>/sim/rendering/shadows/filtering</use></filtering>
</parameters>
<technique n="8">
<predicate>
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<and>
<property>/sim/rendering/shadows/enabled</property>
<or> <!-- filtering >= 3 || ( filtering >= 2 && num-cascades >= 2 ) -->
<less>
<value type="float">2.0</value>
<float-property>/sim/rendering/shadows/filtering</float-property>
</less>
<and>
<less>
<value type="float">1.0</value>
<float-property>/sim/rendering/shadows/filtering</float-property>
</less>
<less>
<value type="float">1.0</value>
<float-property>/sim/rendering/shadows/num-cascades</float-property>
</less>
</and>
</or>
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</and>
</predicate>
<pass>
<lighting>false</lighting>
<depth>
<enabled>false</enabled>
</depth>
<blend>
<source>one</source>
<destination>one</destination>
</blend>
<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>depth-buffer</type>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>normal-buffer</type>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>diffuse-buffer</type>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>spec-emis-buffer</type>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type>shadow-buffer</type>
</texture-unit>
<program>
<vertex-shader>Shaders/sunlight.vert</vertex-shader>
<fragment-shader>Shaders/sunlight.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
</program>
<uniform>
<name>depth_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>normal_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>color_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>spec_emis_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>shadow_tex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
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<uniform>
<name>filtering</name>
<type>int</type>
<value type="int"><use>filtering</use></value>
</uniform>
<!-- The following uniforms are automatically defined and initialized :
- fg_SunAmbientColor
- fg_SunDiffuseColor
- fg_SunSpecularColor
- fg_SunDirection
- fg_ProjectionMatrixInverse
- fg_ViewMatrixInverse
- fg_ViewMatrix
- fg_Planes
- fg_ShadowNumber
- fg_ShadowDistances
-->
</pass>
</technique>
<technique n="9">
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<predicate>
<and>
<property>/sim/rendering/shadows/enabled</property>
<!-- num-cascades >= 2 -->
<less>
<value type="float">1.0</value>
<float-property>/sim/rendering/shadows/num-cascades</float-property>
</less>
</and>
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</predicate>
<pass>
<lighting>false</lighting>
<depth>
<enabled>false</enabled>
</depth>
<blend>
<source>one</source>
<destination>one</destination>
</blend>
<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
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<type>depth-buffer</type>
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</texture-unit>
<texture-unit>
<unit>1</unit>
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<type>normal-buffer</type>
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</texture-unit>
<texture-unit>
<unit>2</unit>
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<type>diffuse-buffer</type>
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</texture-unit>
<texture-unit>
<unit>3</unit>
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<type>spec-emis-buffer</type>
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</texture-unit>
<texture-unit>
<unit>4</unit>
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<type>shadow-buffer</type>
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</texture-unit>
<program>
<vertex-shader>Shaders/sunlight.vert</vertex-shader>
<fragment-shader>Shaders/sunlight-nofiltering.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
</program>
<uniform>
<name>depth_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>normal_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>color_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>spec_emis_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>shadow_tex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<!-- The following uniforms are automatically defined and initialized :
- fg_SunAmbientColor
- fg_SunDiffuseColor
- fg_SunSpecularColor
- fg_SunDirection
- fg_ProjectionMatrixInverse
- fg_ViewMatrixInverse
- fg_ViewMatrix
- fg_Planes
- fg_ShadowNumber
- fg_ShadowDistances
-->
</pass>
</technique>
<technique n="10">
<predicate>
<property>/sim/rendering/shadows/enabled</property>
</predicate>
<pass>
<lighting>false</lighting>
<depth>
<enabled>false</enabled>
</depth>
<blend>
<source>one</source>
<destination>one</destination>
</blend>
<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>depth-buffer</type>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>normal-buffer</type>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>diffuse-buffer</type>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>spec-emis-buffer</type>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type>shadow-buffer</type>
</texture-unit>
<program>
<vertex-shader>Shaders/sunlight-simple.vert</vertex-shader>
<fragment-shader>Shaders/sunlight-simple.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
</program>
<uniform>
<name>depth_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>normal_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>color_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>spec_emis_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>shadow_tex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>filtering</name>
<type>int</type>
<value type="int"><use>filtering</use></value>
</uniform>
<!-- The following uniforms are automatically defined and initialized :
- fg_SunAmbientColor
- fg_SunDiffuseColor
- fg_SunSpecularColor
- fg_SunDirection
- fg_ProjectionMatrixInverse
- fg_ViewMatrixInverse
- fg_ViewMatrix
- fg_Planes
- fg_ShadowNumber
- fg_ShadowDistances
-->
</pass>
</technique>
<technique n="11">
<pass>
<lighting>false</lighting>
<depth>
<enabled>false</enabled>
</depth>
<blend>
<source>one</source>
<destination>one</destination>
</blend>
<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>depth-buffer</type>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>normal-buffer</type>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>diffuse-buffer</type>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>spec-emis-buffer</type>
</texture-unit>
<program>
<vertex-shader>Shaders/sunlight.vert</vertex-shader>
<fragment-shader>Shaders/sunlight-noshadow.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
</program>
<uniform>
<name>depth_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>normal_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>color_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>spec_emis_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<!-- The following uniforms are automatically defined and initialized :
- fg_SunAmbientColor
- fg_SunDiffuseColor
- fg_SunSpecularColor
- fg_SunDirection
- fg_ProjectionMatrixInverse
- fg_ViewMatrixInverse
- fg_ViewMatrix
- fg_Planes
-->
</pass>
</technique>
</PropertyList>