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HDR: Better technique ordering

This commit is contained in:
Fernando García Liñán 2021-08-31 18:42:21 +02:00
parent e505c79618
commit c21951407d
5 changed files with 172 additions and 346 deletions

View file

@ -1,73 +1,73 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<PropertyList> <PropertyList>
<name>Effects/glass</name> <name>Effects/glass</name>
<inherits-from>Effects/model-default</inherits-from> <inherits-from>Effects/model-transparent</inherits-from>
<parameters> <parameters>
<texture n="1"> <texture n="1">
<image>Aircraft/Generic/Effects/window_frost.png</image> <image>Aircraft/Generic/Effects/window_frost.png</image>
<type>2d</type> <type>2d</type>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s> <wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t> <wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format> <internal-format>normalized</internal-format>
</texture> </texture>
<!-- placeholder for the function texture used for fogging, wiper area,...--> <!-- placeholder for the function texture used for fogging, wiper area,...-->
<texture n="2"> <texture n="2">
<type>white</type> <type>white</type>
</texture> </texture>
<!-- texture for reflections in the glass --> <!-- texture for reflections in the glass -->
<texture n="3"> <texture n="3">
<type>cubemap</type> <type>cubemap</type>
<images> <images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x> <positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x> <negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y> <positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y> <negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z> <positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z> <negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
</images> </images>
</texture> </texture>
<!-- placeholder lightmap texture for reflections in the glass --> <!-- placeholder lightmap texture for reflections in the glass -->
<texture n="4"> <texture n="4">
<type>cubemap</type> <type>cubemap</type>
<images> <images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x> <positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x> <negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y> <positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y> <negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z> <positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z> <negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
</images> </images>
</texture> </texture>
<glass-tint type="vec4d" n="0"> 1.0 1.0 1.0 1.0</glass-tint> <glass-tint type="vec4d" n="0"> 1.0 1.0 1.0 1.0</glass-tint>
<overlay-color type="vec3d" n="0"> 1.0 1.0 1.0</overlay-color> <overlay-color type="vec3d" n="0"> 1.0 1.0 1.0</overlay-color>
<splash-x><use>/environment/aircraft-effects/splash-vector-x</use></splash-x> <splash-x><use>/environment/aircraft-effects/splash-vector-x</use></splash-x>
<splash-y><use>/environment/aircraft-effects/splash-vector-y</use></splash-y> <splash-y><use>/environment/aircraft-effects/splash-vector-y</use></splash-y>
<splash-z><use>/environment/aircraft-effects/splash-vector-z</use></splash-z> <splash-z><use>/environment/aircraft-effects/splash-vector-z</use></splash-z>
<rnorm><use>/environment/rain-norm</use></rnorm> <rnorm><use>/environment/rain-norm</use></rnorm>
<gsnorm><use>/environment/aircraft-effects/ground-splash-norm</use></gsnorm> <gsnorm><use>/environment/aircraft-effects/ground-splash-norm</use></gsnorm>
<frost-level><use>/environment/aircraft-effects/frost-level</use></frost-level> <frost-level><use>/environment/aircraft-effects/frost-level</use></frost-level>
<surface-mapping-scheme type="int">0</surface-mapping-scheme> <surface-mapping-scheme type="int">0</surface-mapping-scheme>
<fog-level><use>/environment/aircraft-effects/fog-level</use></fog-level> <fog-level><use>/environment/aircraft-effects/fog-level</use></fog-level>
<use-wipers><use>/environment/aircraft-effects/use-wipers</use></use-wipers> <use-wipers><use>/environment/aircraft-effects/use-wipers</use></use-wipers>
<use-overlay><use>/environment/aircraft-effects/use-overlay</use></use-overlay> <use-overlay><use>/environment/aircraft-effects/use-overlay</use></use-overlay>
<overlay-alpha><use>/environment/aircraft-effects/overlay-alpha</use></overlay-alpha> <overlay-alpha><use>/environment/aircraft-effects/overlay-alpha</use></overlay-alpha>
<overlay-glare type="float">0.5</overlay-glare> <overlay-glare type="float">0.5</overlay-glare>
<use-reflection type="int">0</use-reflection> <use-reflection type="int">0</use-reflection>
<reflection-strength type="float">1.0</reflection-strength> <reflection-strength type="float">1.0</reflection-strength>
<use-mask type="int">0</use-mask> <use-mask type="int">0</use-mask>
<use-reflection-lightmap type="int">0</use-reflection-lightmap> <use-reflection-lightmap type="int">0</use-reflection-lightmap>
<lightmap-multi type="int">0</lightmap-multi> <lightmap-multi type="int">0</lightmap-multi>
<lightmap-factor type="float" n="0">1.0</lightmap-factor> <lightmap-factor type="float" n="0">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color> <lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="1">1.0</lightmap-factor> <lightmap-factor type="float" n="1">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color> <lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="2">1.0</lightmap-factor> <lightmap-factor type="float" n="2">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color> <lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="3">1.0</lightmap-factor> <lightmap-factor type="float" n="3">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color> <lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
<texture n="8"> <texture n="8">
<image>Textures/PBR/dfg_lut.dds</image> <image>Textures/PBR/dfg_lut.dds</image>
<type>2d</type> <type>2d</type>
@ -77,9 +77,9 @@
<wrap-t>clamp-to-edge</wrap-t> <wrap-t>clamp-to-edge</wrap-t>
<internal-format>normalized</internal-format> <internal-format>normalized</internal-format>
</texture> </texture>
</parameters> </parameters>
<technique n="4"> <technique n="4">
<predicate> <predicate>
<and> <and>
<property>/sim/rendering/shaders/skydome</property> <property>/sim/rendering/shaders/skydome</property>
@ -100,7 +100,7 @@
<pass> <pass>
<lighting>true</lighting> <lighting>true</lighting>
<depth> <depth>
<write-mask type="bool">false</write-mask> <write-mask type="bool">false</write-mask>
</depth> </depth>
<material> <material>
<active><use>material/active</use></active> <active><use>material/active</use></active>
@ -153,14 +153,14 @@
<internal-format><use>texture[2]/internal-format</use></internal-format> <internal-format><use>texture[2]/internal-format</use></internal-format>
</texture-unit> </texture-unit>
<texture-unit> <texture-unit>
<unit>3</unit> <unit>3</unit>
<type><use>texture[3]/type</use></type> <type><use>texture[3]/type</use></type>
<images><use>texture[3]/images</use></images> <images><use>texture[3]/images</use></images>
</texture-unit> </texture-unit>
<texture-unit> <texture-unit>
<unit>4</unit> <unit>4</unit>
<type><use>texture[4]/type</use></type> <type><use>texture[4]/type</use></type>
<images><use>texture[4]/images</use></images> <images><use>texture[4]/images</use></images>
</texture-unit> </texture-unit>
<vertex-program-two-side> <vertex-program-two-side>
<use>vertex-program-two-side</use> <use>vertex-program-two-side</use>
@ -172,67 +172,67 @@
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader> <fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
</program> </program>
<uniform> <uniform>
<name>tint</name> <name>tint</name>
<type>float-vec4</type> <type>float-vec4</type>
<value><use>glass-tint</use></value> <value><use>glass-tint</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>overlay_color</name> <name>overlay_color</name>
<type>float-vec3</type> <type>float-vec3</type>
<value><use>overlay-color</use></value> <value><use>overlay-color</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>lightmap_r_factor</name> <name>lightmap_r_factor</name>
<type>float</type> <type>float</type>
<value><use>lightmap-factor[0]</use></value> <value><use>lightmap-factor[0]</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>lightmap_r_color</name> <name>lightmap_r_color</name>
<type>float-vec3</type> <type>float-vec3</type>
<value><use>lightmap-color[0]</use></value> <value><use>lightmap-color[0]</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>lightmap_g_factor</name> <name>lightmap_g_factor</name>
<type>float</type> <type>float</type>
<value><use>lightmap-factor[1]</use></value> <value><use>lightmap-factor[1]</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>lightmap_g_color</name> <name>lightmap_g_color</name>
<type>float-vec3</type> <type>float-vec3</type>
<value><use>lightmap-color[1]</use></value> <value><use>lightmap-color[1]</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>lightmap_b_factor</name> <name>lightmap_b_factor</name>
<type>float</type> <type>float</type>
<value><use>lightmap-factor[2]</use></value> <value><use>lightmap-factor[2]</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>lightmap_b_color</name> <name>lightmap_b_color</name>
<type>float-vec3</type> <type>float-vec3</type>
<value><use>lightmap-color[2]</use></value> <value><use>lightmap-color[2]</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>lightmap_a_factor</name> <name>lightmap_a_factor</name>
<type>float</type> <type>float</type>
<value><use>lightmap-factor[3]</use></value> <value><use>lightmap-factor[3]</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>lightmap_a_color</name> <name>lightmap_a_color</name>
<type>float-vec3</type> <type>float-vec3</type>
<value><use>lightmap-color[3]</use></value> <value><use>lightmap-color[3]</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>splash_x</name> <name>splash_x</name>
<type>float</type> <type>float</type>
<value><use>splash-x</use></value> <value><use>splash-x</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>splash_y</name> <name>splash_y</name>
<type>float</type> <type>float</type>
<value><use>splash-y</use></value> <value><use>splash-y</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>splash_z</name> <name>splash_z</name>
<type>float</type> <type>float</type>
<value><use>splash-z</use></value> <value><use>splash-z</use></value>
@ -263,9 +263,9 @@
<value><use>scattering</use></value> <value><use>scattering</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>terminator</name> <name>terminator</name>
<type>float</type> <type>float</type>
<value><use>terminator</use></value> <value><use>terminator</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>ground_scattering</name> <name>ground_scattering</name>
@ -273,21 +273,21 @@
<value><use>ground_scattering</use></value> <value><use>ground_scattering</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>terminator</name> <name>terminator</name>
<type>float</type> <type>float</type>
<value><use>terminator</use></value> <value><use>terminator</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>overcast</name> <name>overcast</name>
<type>float</type> <type>float</type>
<value><use>overcast</use></value> <value><use>overcast</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>hazeLayerAltitude</name> <name>hazeLayerAltitude</name>
<type>float</type> <type>float</type>
<value><use>lthickness</use></value> <value><use>lthickness</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>eye_alt</name> <name>eye_alt</name>
<type>float</type> <type>float</type>
<value><use>eye_alt</use></value> <value><use>eye_alt</use></value>
@ -322,7 +322,7 @@
<type>float</type> <type>float</type>
<value><use>overlay-glare</use></value> <value><use>overlay-glare</use></value>
</uniform> </uniform>
<!-- filtering --> <!-- filtering -->
<uniform> <uniform>
<name>gamma</name> <name>gamma</name>
<type>float</type> <type>float</type>
@ -390,49 +390,49 @@
<value type="int">2</value> <value type="int">2</value>
</uniform> </uniform>
<uniform> <uniform>
<name>cube_texture</name> <name>cube_texture</name>
<type>sampler-cube</type> <type>sampler-cube</type>
<value type="int">3</value> <value type="int">3</value>
</uniform> </uniform>
<uniform> <uniform>
<name>cube_light_texture</name> <name>cube_light_texture</name>
<type>sampler-cube</type> <type>sampler-cube</type>
<value type="int">4</value> <value type="int">4</value>
</uniform> </uniform>
<uniform> <uniform>
<name>use_reflection</name> <name>use_reflection</name>
<type>int</type> <type>int</type>
<value><use>use-reflection</use></value> <value><use>use-reflection</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>use_mask</name> <name>use_mask</name>
<type>int</type> <type>int</type>
<value><use>use-mask</use></value> <value><use>use-mask</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>use_wipers</name> <name>use_wipers</name>
<type>int</type> <type>int</type>
<value><use>use-wipers</use></value> <value><use>use-wipers</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>use_overlay</name> <name>use_overlay</name>
<type>int</type> <type>int</type>
<value><use>use-overlay</use></value> <value><use>use-overlay</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>use_reflection_lightmap</name> <name>use_reflection_lightmap</name>
<type>int</type> <type>int</type>
<value><use>use-reflection-lightmap</use></value> <value><use>use-reflection-lightmap</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>lightmap_multi</name> <name>lightmap_multi</name>
<type>int</type> <type>int</type>
<value><use>lightmap-multi</use></value> <value><use>lightmap-multi</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>adaptive_mapping</name> <name>adaptive_mapping</name>
<type>int</type> <type>int</type>
<value><use>surface-mapping-scheme</use></value> <value><use>surface-mapping-scheme</use></value>
</uniform> </uniform>
<uniform> <uniform>
<name>colorMode</name> <name>colorMode</name>
@ -441,184 +441,6 @@
</uniform> </uniform>
</pass> </pass>
</technique> </technique>
<!-- fall back to a fixed pipeline technique equivalent to model-transparent otherwise -->
<!-- Rembrandt technique of model-default comes at 10, so we insert before that -->
<technique n="9">
<pass>
<lighting>true</lighting>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<material>
<active>
<use>material/active</use>
</active>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<emissive>
<use>material/emissive</use>
</emissive>
<shininess>
<use>material/shininess</use>
</shininess>
<color-mode>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<active>
<use>texture[0]/active</use>
</active>
<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>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
</pass>
</technique>
<!-- Don't use the usual scheme because model-combined requires technique
number 7. We need to place this technique before it. -->
<technique n="1">
<scheme>hdr-geometry</scheme>
</technique>
<technique n="2">
<scheme>hdr-forward</scheme>
<pass>
<!-- Reverse floating point depth buffer -->
<depth>
<function>gequal</function>
<near>1.0</near>
<far>0.0</far>
<write-mask>false</write-mask>
</depth>
<texture-unit>
<unit>0</unit>
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<filter><use>texture[0]/filter</use></filter>
<mag-filter><use>texture[0]/mag-filter</use></mag-filter>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
</texture-unit>
<texture-unit>
<unit>8</unit>
<image><use>texture[8]/image</use></image>
<type><use>texture[8]/type</use></type>
<filter><use>texture[8]/filter</use></filter>
<mag-filter><use>texture[8]/mag-filter</use></mag-filter>
<wrap-s><use>texture[8]/wrap-s</use></wrap-s>
<wrap-t><use>texture[8]/wrap-t</use></wrap-t>
<internal-format><use>texture[8]/internal-format</use></internal-format>
</texture-unit>
<blend>1</blend>
<rendering-hint>transparent</rendering-hint>
<cull-face><use>cull-face</use></cull-face>
<program>
<vertex-shader>Shaders/HDR/geometry-transparent.vert</vertex-shader>
<fragment-shader>Shaders/HDR/geometry-transparent.frag</fragment-shader>
<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
<fragment-shader>Shaders/HDR/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/HDR/lighting-include.frag</fragment-shader>
<fragment-shader>Shaders/HDR/aerial-perspective-include.frag</fragment-shader>
</program>
<uniform>
<name>color_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>color_mode</name>
<type>int</type>
<value><use>material/color-mode</use></value>
</uniform>
<uniform>
<name>material_diffuse</name>
<type>float-vec4</type>
<value><use>material/diffuse</use></value>
</uniform>
<!-- Shadows include -->
<uniform>
<name>depth_tex</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<uniform>
<name>shadow_tex</name>
<type>sampler-2d-shadow</type>
<value type="int">10</value>
</uniform>
<!-- Lighting include -->
<uniform>
<name>dfg_lut</name>
<type>sampler-2d</type>
<value type="int">8</value>
</uniform>
<uniform>
<name>prefiltered_envmap</name>
<type>sampler-cube</type>
<value type="int">9</value>
</uniform>
<!-- Aerial perspective include -->
<uniform>
<name>aerial_perspective_lut</name>
<type>sampler-2d</type>
<value type="int">11</value>
</uniform>
<uniform>
<name>transmittance_lut</name>
<type>sampler-2d</type>
<value type="int">12</value>
</uniform>
</pass>
</technique>
</PropertyList> </PropertyList>

View file

@ -19,11 +19,15 @@
<alpha-cutoff>-1.0</alpha-cutoff> <alpha-cutoff>-1.0</alpha-cutoff>
</parameters> </parameters>
<technique n="19"> <technique n="108">
<scheme>hdr-geometry</scheme> <scheme>hdr-geometry</scheme>
</technique> </technique>
<technique n="40"> <technique n="118">
<scheme>hdr-shadow</scheme>
</technique>
<technique n="128">
<scheme>hdr-forward</scheme> <scheme>hdr-forward</scheme>
<pass> <pass>
<!-- Reverse floating point depth buffer --> <!-- Reverse floating point depth buffer -->

View file

@ -2,6 +2,7 @@
<PropertyList> <PropertyList>
<name>Effects/model-pbr</name> <name>Effects/model-pbr</name>
<parameters> <parameters>
<!-- Base Color --> <!-- Base Color -->
<texture n="0"> <texture n="0">
@ -34,7 +35,7 @@
<binormal type="int">7</binormal> <binormal type="int">7</binormal>
</generate> </generate>
<technique n="20"> <technique n="109">
<scheme>hdr-geometry</scheme> <scheme>hdr-geometry</scheme>
<pass> <pass>
<!-- Reverse floating point depth buffer --> <!-- Reverse floating point depth buffer -->

View file

@ -15,10 +15,13 @@
</texture> </texture>
</parameters> </parameters>
<technique n="109"> <technique n="108">
<scheme>hdr-geometry</scheme> <scheme>hdr-geometry</scheme>
</technique> </technique>
<technique n="129"> <technique n="118">
<scheme>hdr-shadow</scheme>
</technique>
<technique n="128">
<scheme>hdr-forward</scheme> <scheme>hdr-forward</scheme>
<pass> <pass>
<!-- Reverse floating point depth buffer --> <!-- Reverse floating point depth buffer -->

View file

@ -13,11 +13,7 @@
</pass> </pass>
</technique> </technique>
<technique n="20"> <technique n="109">
<scheme>hdr-geometry</scheme> <scheme>hdr-geometry</scheme>
</technique> </technique>
<technique n="21">
<scheme>hdr-forward</scheme>
</technique>
</PropertyList> </PropertyList>