<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/fog</name> <technique n="11"> <pass> <lighting>false</lighting> <depth> <enabled>false</enabled> </depth> <blend> <source>src-alpha</source> <destination>one-minus-src-alpha</destination> </blend> <render-bin> <bin-number>1</bin-number> <bin-name>RenderBin</bin-name> </render-bin> <texture-unit> <unit>0</unit> <type>buffer</type> <name>depth</name> </texture-unit> <texture-unit> <unit>1</unit> <type>buffer</type> <name>normal</name> </texture-unit> <texture-unit> <unit>2</unit> <type>buffer</type> <name>diffuse</name> </texture-unit> <texture-unit> <unit>3</unit> <type>buffer</type> <name>spec-emis</name> </texture-unit> <program> <vertex-shader>Shaders/fog.vert</vertex-shader> <fragment-shader>Shaders/fog.frag</fragment-shader> <fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader> </program> <uniform> <name>depth_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>color_tex</name> <type>sampler-2d</type> <value type="int">2</value> </uniform> <uniform> <name>spec_emis_tex</name> <type>sampler-2d</type> <value type="int">3</value> </uniform> <!-- The following uniforms are automatically defined and initialized : - fg_SunAmbientColor - fg_SunDiffuseColor - fg_SunSpecularColor - fg_SunDirection - fg_ProjectionMatrixInverse - fg_ViewMatrixInverse - fg_ViewMatrix - fg_Planes - fg_FogColor - fg_FogDensity --> </pass> </technique> </PropertyList>