HDR: Better technique ordering
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e505c79618
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5 changed files with 172 additions and 346 deletions
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@ -2,9 +2,9 @@
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<PropertyList>
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<PropertyList>
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<name>Effects/glass</name>
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<name>Effects/glass</name>
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<inherits-from>Effects/model-default</inherits-from>
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<inherits-from>Effects/model-transparent</inherits-from>
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<parameters>
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<parameters>
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<texture n="1">
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<texture n="1">
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<image>Aircraft/Generic/Effects/window_frost.png</image>
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<image>Aircraft/Generic/Effects/window_frost.png</image>
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<type>2d</type>
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<type>2d</type>
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@ -77,9 +77,9 @@
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<wrap-t>clamp-to-edge</wrap-t>
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<wrap-t>clamp-to-edge</wrap-t>
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<internal-format>normalized</internal-format>
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<internal-format>normalized</internal-format>
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</texture>
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</texture>
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</parameters>
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</parameters>
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<technique n="4">
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<technique n="4">
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<predicate>
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<predicate>
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<and>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<property>/sim/rendering/shaders/skydome</property>
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@ -441,184 +441,6 @@
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</uniform>
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</uniform>
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</pass>
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</pass>
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</technique>
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</technique>
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<!-- fall back to a fixed pipeline technique equivalent to model-transparent otherwise -->
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<!-- Rembrandt technique of model-default comes at 10, so we insert before that -->
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<technique n="9">
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<pass>
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<lighting>true</lighting>
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<depth>
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<write-mask type="bool">false</write-mask>
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</depth>
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<material>
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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<active>
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<use>blend/active</use>
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</active>
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<source>
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<use>blend/source</use>
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</source>
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<destination>
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<use>blend/destination</use>
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</destination>
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</blend>
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<shade-model>
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<use>shade-model</use>
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</shade-model>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<render-bin>
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<bin-number>111</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<active>
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<use>texture[0]/active</use>
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</active>
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<type>
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<use>texture[0]/type</use>
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</type>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<environment>
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<mode>modulate</mode>
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</environment>
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</texture-unit>
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</pass>
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</technique>
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<!-- Don't use the usual scheme because model-combined requires technique
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number 7. We need to place this technique before it. -->
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<technique n="1">
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<scheme>hdr-geometry</scheme>
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</technique>
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<technique n="2">
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<scheme>hdr-forward</scheme>
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<pass>
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<!-- Reverse floating point depth buffer -->
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<depth>
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<function>gequal</function>
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<near>1.0</near>
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<far>0.0</far>
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<write-mask>false</write-mask>
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</depth>
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<texture-unit>
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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<mag-filter><use>texture[0]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>8</unit>
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<image><use>texture[8]/image</use></image>
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<type><use>texture[8]/type</use></type>
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<filter><use>texture[8]/filter</use></filter>
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<mag-filter><use>texture[8]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[8]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[8]/wrap-t</use></wrap-t>
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<internal-format><use>texture[8]/internal-format</use></internal-format>
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</texture-unit>
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<blend>1</blend>
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<rendering-hint>transparent</rendering-hint>
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<cull-face><use>cull-face</use></cull-face>
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<program>
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<vertex-shader>Shaders/HDR/geometry-transparent.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/geometry-transparent.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/lighting-include.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/aerial-perspective-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>color_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>color_mode</name>
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<type>int</type>
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<value><use>material/color-mode</use></value>
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</uniform>
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<uniform>
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<name>material_diffuse</name>
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<type>float-vec4</type>
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<value><use>material/diffuse</use></value>
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</uniform>
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<!-- Shadows include -->
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<uniform>
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<name>depth_tex</name>
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<type>sampler-2d</type>
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<value type="int">7</value>
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</uniform>
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<uniform>
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<name>shadow_tex</name>
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<type>sampler-2d-shadow</type>
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<value type="int">10</value>
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</uniform>
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<!-- Lighting include -->
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<uniform>
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<name>dfg_lut</name>
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<type>sampler-2d</type>
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<value type="int">8</value>
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</uniform>
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<uniform>
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<name>prefiltered_envmap</name>
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<type>sampler-cube</type>
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<value type="int">9</value>
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</uniform>
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<!-- Aerial perspective include -->
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<uniform>
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<name>aerial_perspective_lut</name>
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<type>sampler-2d</type>
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<value type="int">11</value>
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</uniform>
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<uniform>
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<name>transmittance_lut</name>
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<type>sampler-2d</type>
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<value type="int">12</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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</PropertyList>
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@ -19,11 +19,15 @@
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<alpha-cutoff>-1.0</alpha-cutoff>
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<alpha-cutoff>-1.0</alpha-cutoff>
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</parameters>
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</parameters>
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<technique n="19">
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<technique n="108">
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<scheme>hdr-geometry</scheme>
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<scheme>hdr-geometry</scheme>
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</technique>
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</technique>
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<technique n="40">
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<technique n="118">
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<scheme>hdr-shadow</scheme>
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</technique>
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<technique n="128">
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<scheme>hdr-forward</scheme>
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<scheme>hdr-forward</scheme>
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<pass>
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<pass>
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<!-- Reverse floating point depth buffer -->
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<!-- Reverse floating point depth buffer -->
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@ -2,6 +2,7 @@
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<PropertyList>
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<PropertyList>
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<name>Effects/model-pbr</name>
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<name>Effects/model-pbr</name>
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<parameters>
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<parameters>
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<!-- Base Color -->
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<!-- Base Color -->
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<texture n="0">
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<texture n="0">
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@ -34,7 +35,7 @@
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<binormal type="int">7</binormal>
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<binormal type="int">7</binormal>
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</generate>
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</generate>
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<technique n="20">
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<technique n="109">
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<scheme>hdr-geometry</scheme>
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<scheme>hdr-geometry</scheme>
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<pass>
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<pass>
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<!-- Reverse floating point depth buffer -->
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<!-- Reverse floating point depth buffer -->
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@ -15,10 +15,13 @@
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</texture>
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</texture>
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</parameters>
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</parameters>
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<technique n="109">
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<technique n="108">
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<scheme>hdr-geometry</scheme>
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<scheme>hdr-geometry</scheme>
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</technique>
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</technique>
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<technique n="129">
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<technique n="118">
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<scheme>hdr-shadow</scheme>
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</technique>
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<technique n="128">
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<scheme>hdr-forward</scheme>
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<scheme>hdr-forward</scheme>
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<pass>
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<pass>
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<!-- Reverse floating point depth buffer -->
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<!-- Reverse floating point depth buffer -->
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</pass>
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</pass>
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</technique>
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</technique>
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<technique n="20">
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<technique n="109">
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<scheme>hdr-geometry</scheme>
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<scheme>hdr-geometry</scheme>
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</technique>
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</technique>
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<technique n="21">
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<scheme>hdr-forward</scheme>
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</technique>
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</PropertyList>
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</PropertyList>
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