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HDR: Fix wingflex shader

It does not work (there is no wingflex), but at least it renders properly.
This commit is contained in:
Fernando García Liñán 2023-04-24 05:04:02 +02:00
parent 631bc13e94
commit afa8331299

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@ -212,6 +212,10 @@
<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
<!-- END fog include -->
<!-- PBR -->
<pbr-metallic type="float">0.0</pbr-metallic>
<pbr-roughness type="float">0.1</pbr-roughness>
</parameters>
@ -1405,7 +1409,7 @@
</pass>
</technique>
<technique n="7">
<technique n="108">
<scheme>hdr-geometry</scheme>
<pass>
<!-- Reverse floating point depth buffer -->
@ -1441,6 +1445,7 @@
<fragment-shader>Shaders/HDR/model_combined.frag</fragment-shader>
<fragment-shader>Shaders/HDR/gbuffer_pack.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/normal_encoding.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/normalmap.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
</program>
<uniform>
@ -1468,9 +1473,22 @@
<type>float</type>
<value><use>normalmap-tiling</use></value>
</uniform>
<uniform>
<name>metallic</name>
<type>float</type>
<value><use>pbr-metallic</use></value>
</uniform>
<uniform>
<name>roughness</name>
<type>float</type>
<value><use>pbr-roughness</use></value>
</uniform>
</pass>
</technique>
<technique n="7">
<predicate><value type="bool">false</value></predicate>
</technique>
<technique n="9">
<predicate><value type="bool">false</value></predicate>
</technique>