<?xml version="1.0" encoding="utf-8"?>

<PropertyList>
  <name>Effects/model-pbr</name>
  <parameters>
    <!-- Albedo -->
    <texture n="0">
      <type>white</type>
    </texture>
    <!-- Normalmap -->
    <texture n="1">
      <image>Aircraft/Generic/Effects/null_bumpspec.png</image>
      <type>2d</type>
      <filter>linear-mipmap-linear</filter>
      <wrap-s>clamp</wrap-s>
      <wrap-t>clamp</wrap-t>
      <internal-format>normalized</internal-format>
    </texture>
    <!-- Metalness -->
    <texture n="2">
      <image>Aircraft/Generic/Effects/ReflectMaps/null_reflectdirt.png</image>
      <type>2d</type>
      <filter>linear-mipmap-linear</filter>
      <wrap-s>clamp</wrap-s>
      <wrap-t>clamp</wrap-t>
      <internal-format>normalized</internal-format>
    </texture>
    <!-- Roughness -->
    <texture n="3">
      <image>Aircraft/Generic/Effects/greymap.png</image>
      <type>2d</type>
      <filter>linear-mipmap-linear</filter>
      <wrap-s>clamp</wrap-s>
      <wrap-t>clamp</wrap-t>
      <internal-format>normalized</internal-format>
    </texture>
    <!-- Cavity -->
    <texture n="4">
      <type>white</type>
    </texture>
  </parameters>

  <generate>
    <tangent type="int">6</tangent>
    <binormal type="int">7</binormal>
  </generate>

  <technique n="20">
    <scheme>hdr-geometry</scheme>
    <pass>
      <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>
        <wrap-s><use>texture[0]/wrap-s</use></wrap-s>
        <wrap-t><use>texture[0]/wrap-t</use></wrap-t>
        <internal-format><use>texture[0]/internal-format</use></internal-format>
      </texture-unit>
      <texture-unit>
        <unit>1</unit>
        <type><use>texture[1]/type</use></type>
        <image><use>texture[1]/image</use></image>
        <filter><use>texture[1]/filter</use></filter>
        <wrap-s><use>texture[1]/wrap-s</use></wrap-s>
        <wrap-t><use>texture[1]/wrap-t</use></wrap-t>
        <internal-format><use>texture[1]/internal-format</use></internal-format>
      </texture-unit>
      <texture-unit>
        <unit>2</unit>
        <type><use>texture[2]/type</use></type>
        <image><use>texture[2]/image</use></image>
        <filter><use>texture[2]/filter</use></filter>
        <wrap-s><use>texture[2]/wrap-s</use></wrap-s>
        <wrap-t><use>texture[2]/wrap-t</use></wrap-t>
        <internal-format><use>texture[2]/internal-format</use></internal-format>
      </texture-unit>
      <texture-unit>
        <unit>3</unit>
        <type><use>texture[3]/type</use></type>
        <image><use>texture[3]/image</use></image>
        <filter><use>texture[3]/filter</use></filter>
        <wrap-s><use>texture[3]/wrap-s</use></wrap-s>
        <wrap-t><use>texture[3]/wrap-t</use></wrap-t>
        <internal-format><use>texture[3]/internal-format</use></internal-format>
      </texture-unit>
      <texture-unit>
        <unit>4</unit>
        <type><use>texture[4]/type</use></type>
        <image><use>texture[4]/image</use></image>
        <filter><use>texture[4]/filter</use></filter>
        <wrap-s><use>texture[4]/wrap-s</use></wrap-s>
        <wrap-t><use>texture[4]/wrap-t</use></wrap-t>
        <internal-format><use>texture[4]/internal-format</use></internal-format>
      </texture-unit>
      <cull-face>back</cull-face>
      <program>
        <vertex-shader>Shaders/HDR/geometry-pbr.vert</vertex-shader>
        <fragment-shader>Shaders/HDR/geometry-pbr.frag</fragment-shader>
        <fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
        <attribute>
          <name>tangent</name>
          <index>6</index>
        </attribute>
        <attribute>
          <name>binormal</name>
          <index>7</index>
        </attribute>
      </program>
      <uniform>
        <name>albedo_tex</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>normal_tex</name>
        <type>sampler-2d</type>
        <value type="int">1</value>
      </uniform>
      <uniform>
        <name>metalness_tex</name>
        <type>sampler-2d</type>
        <value type="int">2</value>
      </uniform>
      <uniform>
        <name>roughness_tex</name>
        <type>sampler-2d</type>
        <value type="int">3</value>
      </uniform>
      <uniform>
        <name>cavity_tex</name>
        <type>sampler-2d</type>
        <value type="int">4</value>
      </uniform>
    </pass>
  </technique>
</PropertyList>