HDR: Better technique ordering
This commit is contained in:
parent
e505c79618
commit
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5 changed files with 172 additions and 346 deletions
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@ -1,73 +1,73 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/glass</name>
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<inherits-from>Effects/model-default</inherits-from>
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<name>Effects/glass</name>
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<inherits-from>Effects/model-transparent</inherits-from>
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<parameters>
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<texture n="1">
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<image>Aircraft/Generic/Effects/window_frost.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<!-- placeholder for the function texture used for fogging, wiper area,...-->
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<texture n="2">
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<type>white</type>
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</texture>
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<!-- texture for reflections in the glass -->
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<texture n="3">
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<type>cubemap</type>
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
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</images>
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</texture>
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<!-- placeholder lightmap texture for reflections in the glass -->
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<texture n="4">
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<type>cubemap</type>
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
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</images>
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</texture>
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<glass-tint type="vec4d" n="0"> 1.0 1.0 1.0 1.0</glass-tint>
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<overlay-color type="vec3d" n="0"> 1.0 1.0 1.0</overlay-color>
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<splash-x><use>/environment/aircraft-effects/splash-vector-x</use></splash-x>
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<splash-y><use>/environment/aircraft-effects/splash-vector-y</use></splash-y>
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<splash-z><use>/environment/aircraft-effects/splash-vector-z</use></splash-z>
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<rnorm><use>/environment/rain-norm</use></rnorm>
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<gsnorm><use>/environment/aircraft-effects/ground-splash-norm</use></gsnorm>
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<frost-level><use>/environment/aircraft-effects/frost-level</use></frost-level>
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<surface-mapping-scheme type="int">0</surface-mapping-scheme>
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<fog-level><use>/environment/aircraft-effects/fog-level</use></fog-level>
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<use-wipers><use>/environment/aircraft-effects/use-wipers</use></use-wipers>
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<use-overlay><use>/environment/aircraft-effects/use-overlay</use></use-overlay>
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<overlay-alpha><use>/environment/aircraft-effects/overlay-alpha</use></overlay-alpha>
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<overlay-glare type="float">0.5</overlay-glare>
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<use-reflection type="int">0</use-reflection>
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<reflection-strength type="float">1.0</reflection-strength>
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<use-mask type="int">0</use-mask>
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<use-reflection-lightmap type="int">0</use-reflection-lightmap>
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<lightmap-multi type="int">0</lightmap-multi>
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<lightmap-factor type="float" n="0">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="1">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="2">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="3">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
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<parameters>
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<texture n="1">
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<image>Aircraft/Generic/Effects/window_frost.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<!-- placeholder for the function texture used for fogging, wiper area,...-->
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<texture n="2">
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<type>white</type>
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</texture>
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<!-- texture for reflections in the glass -->
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<texture n="3">
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<type>cubemap</type>
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
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</images>
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</texture>
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<!-- placeholder lightmap texture for reflections in the glass -->
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<texture n="4">
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<type>cubemap</type>
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
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</images>
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</texture>
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<glass-tint type="vec4d" n="0"> 1.0 1.0 1.0 1.0</glass-tint>
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<overlay-color type="vec3d" n="0"> 1.0 1.0 1.0</overlay-color>
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<splash-x><use>/environment/aircraft-effects/splash-vector-x</use></splash-x>
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<splash-y><use>/environment/aircraft-effects/splash-vector-y</use></splash-y>
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<splash-z><use>/environment/aircraft-effects/splash-vector-z</use></splash-z>
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<rnorm><use>/environment/rain-norm</use></rnorm>
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<gsnorm><use>/environment/aircraft-effects/ground-splash-norm</use></gsnorm>
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<frost-level><use>/environment/aircraft-effects/frost-level</use></frost-level>
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<surface-mapping-scheme type="int">0</surface-mapping-scheme>
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<fog-level><use>/environment/aircraft-effects/fog-level</use></fog-level>
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<use-wipers><use>/environment/aircraft-effects/use-wipers</use></use-wipers>
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<use-overlay><use>/environment/aircraft-effects/use-overlay</use></use-overlay>
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<overlay-alpha><use>/environment/aircraft-effects/overlay-alpha</use></overlay-alpha>
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<overlay-glare type="float">0.5</overlay-glare>
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<use-reflection type="int">0</use-reflection>
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<reflection-strength type="float">1.0</reflection-strength>
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<use-mask type="int">0</use-mask>
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<use-reflection-lightmap type="int">0</use-reflection-lightmap>
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<lightmap-multi type="int">0</lightmap-multi>
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<lightmap-factor type="float" n="0">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="1">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="2">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="3">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
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<texture n="8">
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<image>Textures/PBR/dfg_lut.dds</image>
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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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<internal-format>normalized</internal-format>
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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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<and>
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<property>/sim/rendering/shaders/skydome</property>
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@ -100,7 +100,7 @@
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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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<write-mask type="bool">false</write-mask>
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</depth>
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<material>
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<active><use>material/active</use></active>
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@ -153,14 +153,14 @@
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<internal-format><use>texture[2]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<type><use>texture[3]/type</use></type>
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<images><use>texture[3]/images</use></images>
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<unit>3</unit>
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<type><use>texture[3]/type</use></type>
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<images><use>texture[3]/images</use></images>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<type><use>texture[4]/type</use></type>
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<images><use>texture[4]/images</use></images>
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<unit>4</unit>
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<type><use>texture[4]/type</use></type>
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<images><use>texture[4]/images</use></images>
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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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@ -172,67 +172,67 @@
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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</program>
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<uniform>
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<uniform>
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<name>tint</name>
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<type>float-vec4</type>
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<value><use>glass-tint</use></value>
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</uniform>
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<uniform>
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</uniform>
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<uniform>
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<name>overlay_color</name>
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<type>float-vec3</type>
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<value><use>overlay-color</use></value>
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</uniform>
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<uniform>
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<name>lightmap_r_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[0]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_r_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[0]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_g_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[1]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_g_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[1]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_b_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[2]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_b_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[2]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_a_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[3]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_a_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[3]</use></value>
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</uniform>
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<uniform>
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</uniform>
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<uniform>
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<name>lightmap_r_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[0]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_r_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[0]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_g_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[1]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_g_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[1]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_b_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[2]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_b_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[2]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_a_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[3]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_a_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[3]</use></value>
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</uniform>
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<uniform>
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<name>splash_x</name>
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<type>float</type>
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<value><use>splash-x</use></value>
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</uniform>
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<uniform>
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</uniform>
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<uniform>
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<name>splash_y</name>
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<type>float</type>
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<value><use>splash-y</use></value>
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</uniform>
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<uniform>
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</uniform>
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<uniform>
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<name>splash_z</name>
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<type>float</type>
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<value><use>splash-z</use></value>
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<value><use>scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>ground_scattering</name>
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<value><use>ground_scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>overcast</name>
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<type>float</type>
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<value><use>overcast</use></value>
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</uniform>
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<uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value><use>lthickness</use></value>
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</uniform>
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<uniform>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value><use>eye_alt</use></value>
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<type>float</type>
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<value><use>overlay-glare</use></value>
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</uniform>
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<!-- filtering -->
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<!-- filtering -->
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<uniform>
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<name>gamma</name>
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<type>float</type>
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@ -390,49 +390,49 @@
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>cube_texture</name>
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<name>cube_texture</name>
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<type>sampler-cube</type>
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<value type="int">3</value>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>cube_light_texture</name>
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<name>cube_light_texture</name>
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<type>sampler-cube</type>
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<value type="int">4</value>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>use_reflection</name>
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<type>int</type>
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<value><use>use-reflection</use></value>
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<name>use_reflection</name>
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<type>int</type>
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<value><use>use-reflection</use></value>
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</uniform>
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<uniform>
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<name>use_mask</name>
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<type>int</type>
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<value><use>use-mask</use></value>
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<name>use_mask</name>
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<type>int</type>
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<value><use>use-mask</use></value>
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</uniform>
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<uniform>
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<name>use_wipers</name>
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<type>int</type>
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<value><use>use-wipers</use></value>
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<name>use_wipers</name>
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<type>int</type>
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<value><use>use-wipers</use></value>
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</uniform>
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<uniform>
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<name>use_overlay</name>
|
||||
<type>int</type>
|
||||
<value><use>use-overlay</use></value>
|
||||
<name>use_overlay</name>
|
||||
<type>int</type>
|
||||
<value><use>use-overlay</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>use_reflection_lightmap</name>
|
||||
<type>int</type>
|
||||
<value><use>use-reflection-lightmap</use></value>
|
||||
<name>use_reflection_lightmap</name>
|
||||
<type>int</type>
|
||||
<value><use>use-reflection-lightmap</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>lightmap_multi</name>
|
||||
<type>int</type>
|
||||
<value><use>lightmap-multi</use></value>
|
||||
<name>lightmap_multi</name>
|
||||
<type>int</type>
|
||||
<value><use>lightmap-multi</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>adaptive_mapping</name>
|
||||
<type>int</type>
|
||||
<value><use>surface-mapping-scheme</use></value>
|
||||
<name>adaptive_mapping</name>
|
||||
<type>int</type>
|
||||
<value><use>surface-mapping-scheme</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>colorMode</name>
|
||||
|
@ -441,184 +441,6 @@
|
|||
</uniform>
|
||||
</pass>
|
||||
</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>
|
||||
|
||||
|
||||
|
|
|
@ -19,11 +19,15 @@
|
|||
<alpha-cutoff>-1.0</alpha-cutoff>
|
||||
</parameters>
|
||||
|
||||
<technique n="19">
|
||||
<technique n="108">
|
||||
<scheme>hdr-geometry</scheme>
|
||||
</technique>
|
||||
|
||||
<technique n="40">
|
||||
<technique n="118">
|
||||
<scheme>hdr-shadow</scheme>
|
||||
</technique>
|
||||
|
||||
<technique n="128">
|
||||
<scheme>hdr-forward</scheme>
|
||||
<pass>
|
||||
<!-- Reverse floating point depth buffer -->
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
|
||||
<PropertyList>
|
||||
<name>Effects/model-pbr</name>
|
||||
|
||||
<parameters>
|
||||
<!-- Base Color -->
|
||||
<texture n="0">
|
||||
|
@ -34,7 +35,7 @@
|
|||
<binormal type="int">7</binormal>
|
||||
</generate>
|
||||
|
||||
<technique n="20">
|
||||
<technique n="109">
|
||||
<scheme>hdr-geometry</scheme>
|
||||
<pass>
|
||||
<!-- Reverse floating point depth buffer -->
|
||||
|
|
|
@ -15,10 +15,13 @@
|
|||
</texture>
|
||||
</parameters>
|
||||
|
||||
<technique n="109">
|
||||
<technique n="108">
|
||||
<scheme>hdr-geometry</scheme>
|
||||
</technique>
|
||||
<technique n="129">
|
||||
<technique n="118">
|
||||
<scheme>hdr-shadow</scheme>
|
||||
</technique>
|
||||
<technique n="128">
|
||||
<scheme>hdr-forward</scheme>
|
||||
<pass>
|
||||
<!-- Reverse floating point depth buffer -->
|
||||
|
|
|
@ -13,11 +13,7 @@
|
|||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique n="20">
|
||||
<technique n="109">
|
||||
<scheme>hdr-geometry</scheme>
|
||||
</technique>
|
||||
|
||||
<technique n="21">
|
||||
<scheme>hdr-forward</scheme>
|
||||
</technique>
|
||||
</PropertyList>
|
||||
|
|
Loading…
Reference in a new issue