<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/HDR/water-shading</name> <parameters> <!-- exposure.glsl --> <exposure-compensation> <use>/sim/rendering/hdr/exposure-compensation</use> </exposure-compensation> </parameters> <technique n="1"> <pass> <stencil> <function>equal</function> <value>3</value> </stencil> <program> <vertex-shader>Shaders/HDR/quad.vert</vertex-shader> <fragment-shader>Shaders/HDR/water_shading.frag</fragment-shader> <fragment-shader>Shaders/HDR/math.glsl</fragment-shader> <fragment-shader>Shaders/HDR/normal_encoding.glsl</fragment-shader> <fragment-shader>Shaders/HDR/pos_from_depth.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/exposure.glsl</fragment-shader> </program> <uniform> <name>gbuffer0_tex</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>gbuffer1_tex</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>prefiltered_envmap_tex</name> <type>sampler-cube</type> <value type="int">9</value> </uniform> <!-- pos_from_depth.glsl --> <uniform> <name>depth_tex</name> <type>sampler-2d</type> <value type="int">3</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>