<?xml version="1.0" encoding="utf-8"?> <!-- Legacy Effect for Project Rembrandt. It's kept for backwards compatibility and should not be used on new projects. --> <PropertyList> <name>Effects/model-combined-transparent</name> <inherits-from>Effects/model-combined</inherits-from> <parameters> <!-- ibl.glsl --> <texture n="8"> <image>Textures/PBR/dfg_lut.dds</image> <type>2d</type> <filter>linear</filter> <mag-filter>linear</mag-filter> <wrap-s>clamp-to-edge</wrap-s> <wrap-t>clamp-to-edge</wrap-t> <internal-format>normalized</internal-format> </texture> <!-- shadows.glsl --> <show-shadow-cascades> <use>/sim/rendering/hdr/debug/show-shadow-cascades</use> </show-shadow-cascades> <normal-bias> <use>/sim/rendering/hdr/shadows/normal-bias</use> </normal-bias> <sss-enabled> <use>/sim/rendering/hdr/shadows/sss-enabled</use> </sss-enabled> <sss-step-count> <use>/sim/rendering/hdr/shadows/sss-step-count</use> </sss-step-count> <sss-max-distance> <use>/sim/rendering/hdr/shadows/sss-max-distance</use> </sss-max-distance> <sss-depth-bias> <use>/sim/rendering/hdr/shadows/sss-depth-bias</use> </sss-depth-bias> <!-- exposure.glsl --> <exposure-compensation> <use>/sim/rendering/hdr/exposure-compensation</use> </exposure-compensation> </parameters> <technique n="107"> <scheme>hdr-geometry</scheme> </technique> <technique n="117"> <scheme>hdr-shadow</scheme> </technique> <technique n="127"> <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/model_transparent.vert</vertex-shader> <vertex-shader>Shaders/HDR/aerial_perspective.glsl</vertex-shader> <fragment-shader>Shaders/HDR/model_transparent.frag</fragment-shader> <fragment-shader>Shaders/HDR/color.glsl</fragment-shader> <fragment-shader>Shaders/HDR/math.glsl</fragment-shader> <fragment-shader>Shaders/HDR/shading_transparent.glsl</fragment-shader> <fragment-shader>Shaders/HDR/surface.glsl</fragment-shader> <fragment-shader>Shaders/HDR/ibl.glsl</fragment-shader> <fragment-shader>Shaders/HDR/shadows.glsl</fragment-shader> <fragment-shader>Shaders/HDR/sun.glsl</fragment-shader> <fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader> <fragment-shader>Shaders/HDR/atmos_spectral.glsl</fragment-shader> <fragment-shader>Shaders/HDR/clustered.glsl</fragment-shader> <fragment-shader>Shaders/HDR/exposure.glsl</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.glsl --> <uniform> <name>shadow_tex</name> <type>sampler-2d-shadow</type> <value type="int">10</value> </uniform> <uniform> <name>debug_shadow_cascades</name> <type>bool</type> <value><use>show-shadow-cascades</use></value> </uniform> <uniform> <name>normal_bias</name> <type>float</type> <value><use>normal-bias</use></value> </uniform> <uniform> <name>sss_enabled</name> <type>bool</type> <value><use>sss-enabled</use></value> </uniform> <uniform> <name>sss_step_count</name> <type>int</type> <value><use>sss-step-count</use></value> </uniform> <uniform> <name>sss_max_distance</name> <type>float</type> <value><use>sss-max-distance</use></value> </uniform> <uniform> <name>sss_depth_bias</name> <type>float</type> <value><use>sss-depth-bias</use></value> </uniform> <!-- ibl.glsl --> <uniform> <name>dfg_tex</name> <type>sampler-2d</type> <value type="int">8</value> </uniform> <uniform> <name>prefiltered_envmap_tex</name> <type>sampler-cube</type> <value type="int">9</value> </uniform> <!-- aerial_perspective.glsl --> <uniform> <name>aerial_perspective_tex</name> <type>sampler-2d</type> <value type="int">11</value> </uniform> <!-- sun.glsl --> <uniform> <name>transmittance_tex</name> <type>sampler-2d</type> <value type="int">12</value> </uniform> <!-- exposure.glsl --> <uniform> <name>lum_tex</name> <type>sampler-2d</type> <value type="int">14</value> </uniform> <uniform> <name>exposure_compensation</name> <type>float</type> <value><use>exposure-compensation</use></value> </uniform> </pass> </technique> </PropertyList>