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Tentative changes to volume shadow passes

This commit is contained in:
Thorsten Renk 2015-04-18 10:35:18 +03:00
parent bc184f21de
commit 7b595eca19

View file

@ -86,7 +86,7 @@
</texture-unit>
<program>
<vertex-shader>Shaders/shadow-vol-ALS.vert</vertex-shader>
<fragment-shader>Shaders/trivial.frag</fragment-shader>
<fragment-shader>Shaders/shadow-ALS.frag</fragment-shader>
</program>
<uniform>
<name>hazeLayerAltitude</name>
@ -179,26 +179,13 @@
</render-bin>
<rendering-hint><use>rendering-hint</use></rendering-hint>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<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>
-->
</texture-unit>
<!--<alpha-to-coverage>true</alpha-to-coverage>-->
<!--<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>-->
<program>
<vertex-shader>Shaders/shadow-vol-ALS.vert</vertex-shader>
<fragment-shader>Shaders/shadow-ALS.frag</fragment-shader>
@ -279,7 +266,7 @@
<value><use>gear_clearance</use></value>
</uniform>
<depth>
<function>equal</function>
<function>lequal</function>
<write-mask type="bool">true</write-mask>
</depth>
</pass>