Effects/model-pbr-transparent Effects/model-pbr 1 -1.0 Textures/PBR/dfg_lut.dds 2d linear linear clamp-to-edge clamp-to-edge normalized /sim/rendering/hdr/exposure-compensation hdr-geometry hdr-shadow hdr-forward gequal 1.0 0.0 false 0 texture[0]/type texture[0]/image texture[0]/filter texture[0]/mag-filter texture[0]/wrap-s texture[0]/wrap-t 1 texture[1]/type texture[1]/image texture[1]/filter texture[1]/mag-filter texture[1]/wrap-s texture[1]/wrap-t 2 texture[2]/type texture[2]/image texture[2]/filter texture[2]/mag-filter texture[2]/wrap-s texture[2]/wrap-t 3 texture[3]/type texture[3]/image texture[3]/filter texture[3]/mag-filter texture[3]/wrap-s texture[3]/wrap-t 8 texture[8]/image texture[8]/type texture[8]/filter texture[8]/mag-filter texture[8]/wrap-s texture[8]/wrap-t texture[8]/internal-format blend transparent cull-face Shaders/HDR/model_pbr_transparent.vert Shaders/HDR/aerial_perspective.glsl Shaders/HDR/model_pbr_transparent.frag Shaders/HDR/normalmap.glsl Shaders/HDR/color.glsl Shaders/HDR/math.glsl Shaders/HDR/shading_transparent.glsl Shaders/HDR/surface.glsl Shaders/HDR/ibl.glsl Shaders/HDR/shadows.glsl Shaders/HDR/sun.glsl Shaders/HDR/aerial_perspective.glsl Shaders/HDR/atmos_spectral.glsl Shaders/HDR/clustered.glsl Shaders/HDR/exposure.glsl base_color_tex sampler-2d 0 normal_tex sampler-2d 1 orm_tex sampler-2d 2 emissive_tex sampler-2d 3 base_color_factor float-vec4 base-color-factor metallic_factor float metallic-factor roughness_factor float roughness-factor emissive_factor float-vec3 emissive-factor flip_vertically bool flip-vertically alpha_cutoff float alpha-cutoff shadow_tex sampler-2d-shadow 10 debug_shadow_cascades bool show-shadow-cascades dfg_tex sampler-2d 8 prefiltered_envmap_tex sampler-cube 9 aerial_perspective_tex sampler-2d 11 transmittance_tex sampler-2d 12 lum_tex sampler-2d 14 exposure_compensation float exposure-compensation