<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/stars</name> <parameters> <max-radiance type="float">50.0</max-radiance> </parameters> <!-- Fixed-pipeline fallback --> <technique n="11"> <pass> <!-- An empty pass should be fine as we are filling the stateset manually in simgear/scene/sky/stars.cxx --> </pass> </technique> <technique n="129"> <scheme>hdr-forward</scheme> <pass> <!-- Disable depth testing --> <depth> <enabled>false</enabled> </depth> <!-- Only render the stars on top of the skydome --> <stencil> <function>equal</function> <value>0</value> </stencil> <!-- Make sure we render after the skydome --> <render-bin> <bin-number>-9</bin-number> <bin-name>RenderBin</bin-name> </render-bin> <cull-face>off</cull-face> <!-- Additive blending to add the sky in-scattering from the skydome --> <blend> <active>true</active> <source>one</source> <destination>one</destination> </blend> <program> <vertex-shader>Shaders/HDR/stars.vert</vertex-shader> <fragment-shader>Shaders/HDR/stars.frag</fragment-shader> <fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader> </program> <uniform> <name>max_radiance</name> <type>float</type> <value><use>max-radiance</use></value> </uniform> <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>