<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/model-pbr</name> <parameters> <!-- Base Color --> <texture n="0"> <type>white</type> </texture> <base-color-factor type="vec4d">1.0 1.0 1.0 1.0</base-color-factor> <!-- Normalmap --> <texture n="1"> <type>null-normalmap</type> </texture> <!-- ORM Texture (Occlusion R, Roughness G and Metallic B) --> <texture n="2"> <type>white</type> </texture> <metallic-factor type="float">1.0</metallic-factor> <roughness-factor type="float">1.0</roughness-factor> <!-- Emissive --> <texture n="3"> <type>white</type> </texture> <emissive-factor type="vec3d">0.0 0.0 0.0</emissive-factor> <!-- Double Sided --> <cull-face>back</cull-face> <!-- Whether to flip the texture vertically --> <flip-vertically>false</flip-vertically> </parameters> <generate> <tangent type="int">6</tangent> <binormal type="int">7</binormal> </generate> <technique n="109"> <scheme>hdr-geometry</scheme> <pass> <!-- Reverse floating point depth buffer --> <depth> <function>gequal</function> <near>1.0</near> <far>0.0</far> </depth> <stencil> <function>always</function> <value>8</value> <pass>replace</pass> </stencil> <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> <mag-filter><use>texture[0]/mag-filter</use></mag-filter> <wrap-s><use>texture[0]/wrap-s</use></wrap-s> <wrap-t><use>texture[0]/wrap-t</use></wrap-t> </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> <mag-filter><use>texture[1]/mag-filter</use></mag-filter> <wrap-s><use>texture[1]/wrap-s</use></wrap-s> <wrap-t><use>texture[1]/wrap-t</use></wrap-t> </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> <mag-filter><use>texture[2]/mag-filter</use></mag-filter> <wrap-s><use>texture[2]/wrap-s</use></wrap-s> <wrap-t><use>texture[2]/wrap-t</use></wrap-t> </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> <mag-filter><use>texture[3]/mag-filter</use></mag-filter> <wrap-s><use>texture[3]/wrap-s</use></wrap-s> <wrap-t><use>texture[3]/wrap-t</use></wrap-t> </texture-unit> <blend>0</blend> <rendering-hint>opaque</rendering-hint> <cull-face><use>cull-face</use></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>base_color_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>orm_tex</name> <type>sampler-2d</type> <value type="int">2</value> </uniform> <uniform> <name>emissive_tex</name> <type>sampler-2d</type> <value type="int">3</value> </uniform> <uniform> <name>base_color_factor</name> <type>float-vec4</type> <value><use>base-color-factor</use></value> </uniform> <uniform> <name>metallic_factor</name> <type>float</type> <value><use>metallic-factor</use></value> </uniform> <uniform> <name>roughness_factor</name> <type>float</type> <value><use>roughness-factor</use></value> </uniform> <uniform> <name>emissive_factor</name> <type>float-vec3</type> <value><use>emissive-factor</use></value> </uniform> <uniform> <name>flip_vertically</name> <type>bool</type> <value><use>flip-vertically</use></value> </uniform> </pass> </technique> <technique n="119"> <scheme>hdr-shadow</scheme> <pass> <color-mask type="vec4d">0 0 0 0</color-mask> <cull-face>back</cull-face> <blend>0</blend> <polygon-offset> <factor>1.1</factor> <units>4.0</units> </polygon-offset> <program> <vertex-shader>Shaders/HDR/geometry-shadow.vert</vertex-shader> <fragment-shader>Shaders/HDR/geometry-shadow.frag</fragment-shader> </program> </pass> </technique> </PropertyList>