<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/sunlight</name> <parameters> <filtering><use>/sim/rendering/shadows/filtering</use></filtering> </parameters> <technique n="9"> <predicate> <and> <property>/sim/rendering/shadows/enabled</property> <less> <!-- filtering >= 2 --> <value type="float">1.0</value> <float-property>/sim/rendering/shadows/filtering</float-property> </less> </and> </predicate> <pass> <lighting>false</lighting> <depth> <enabled>false</enabled> </depth> <blend> <source>one</source> <destination>one</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> <texture-unit> <unit>4</unit> <type>buffer</type> <name>shadow</name> </texture-unit> <program> <vertex-shader>Shaders/sunlight.vert</vertex-shader> <fragment-shader>Shaders/sunlight.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> <uniform> <name>shadow_tex</name> <type>sampler-2d</type> <value type="int">4</value> </uniform> <uniform> <name>filtering</name> <type>int</type> <value type="int"><use>filtering</use></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_ShadowNumber - fg_ShadowDistances - fg_ShadowMatrix_0 - fg_ShadowMatrix_1 - fg_ShadowMatrix_2 - fg_ShadowMatrix_3 --> </pass> </technique> <technique n="10"> <predicate> <and> <property>/sim/rendering/shadows/enabled</property> </and> </predicate> <pass> <lighting>false</lighting> <depth> <enabled>false</enabled> </depth> <blend> <source>one</source> <destination>one</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> <texture-unit> <unit>4</unit> <type>buffer</type> <name>shadow</name> </texture-unit> <program> <vertex-shader>Shaders/sunlight.vert</vertex-shader> <fragment-shader>Shaders/sunlight-nofiltering.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> <uniform> <name>shadow_tex</name> <type>sampler-2d</type> <value type="int">4</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_ShadowNumber - fg_ShadowDistances - fg_ShadowMatrix_0 - fg_ShadowMatrix_1 - fg_ShadowMatrix_2 - fg_ShadowMatrix_3 --> </pass> </technique> <technique n="11"> <pass> <lighting>false</lighting> <depth> <enabled>false</enabled> </depth> <blend> <source>one</source> <destination>one</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/sunlight.vert</vertex-shader> <fragment-shader>Shaders/sunlight-noshadow.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 --> </pass> </technique> </PropertyList>