HDR: Fix wingflex shader
It does not work (there is no wingflex), but at least it renders properly.
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1 changed files with 19 additions and 1 deletions
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@ -212,6 +212,10 @@
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<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
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<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
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<!-- END fog include -->
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<!-- PBR -->
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<pbr-metallic type="float">0.0</pbr-metallic>
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<pbr-roughness type="float">0.1</pbr-roughness>
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</parameters>
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@ -1405,7 +1409,7 @@
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</pass>
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</technique>
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<technique n="7">
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<technique n="108">
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<scheme>hdr-geometry</scheme>
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<pass>
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<!-- Reverse floating point depth buffer -->
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@ -1441,6 +1445,7 @@
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<fragment-shader>Shaders/HDR/model_combined.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/gbuffer_pack.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/normal_encoding.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/normalmap.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
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</program>
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<uniform>
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@ -1468,9 +1473,22 @@
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<type>float</type>
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<value><use>normalmap-tiling</use></value>
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</uniform>
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<uniform>
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<name>metallic</name>
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<type>float</type>
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<value><use>pbr-metallic</use></value>
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</uniform>
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<uniform>
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<name>roughness</name>
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<type>float</type>
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<value><use>pbr-roughness</use></value>
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</uniform>
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</pass>
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</technique>
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<technique n="7">
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<predicate><value type="bool">false</value></predicate>
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</technique>
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<technique n="9">
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<predicate><value type="bool">false</value></predicate>
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</technique>
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