<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/light-spot</name> <parameters></parameters> <technique n="10"> <pass> <depth> <enabled type="bool">false</enabled> <write-mask type="bool">false</write-mask> </depth> <cull-face>front</cull-face> <render-bin> <bin-number>2</bin-number> <bin-name>RenderBin</bin-name> </render-bin> <blend> <source>one</source> <destination>one</destination> </blend> <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/light-spot.vert</vertex-shader> <fragment-shader>Shaders/light-spot.frag</fragment-shader> <fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader> <attribute> <name>attenuation</name> <index>12</index> </attribute> </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>LightPosition</name> <type>float-vec4</type> <value type="vec4d"><use>position</use></value> <positioned type="bool">true</positioned> </uniform> <uniform> <name>LightDirection</name> <type>float-vec4</type> <value type="vec4d"><use>direction</use></value> <positioned type="bool">true</positioned> </uniform> <uniform> <name>Ambient</name> <type>float-vec4</type> <value type="vec4d"><use>ambient</use></value> </uniform> <uniform> <name>Diffuse</name> <type>float-vec4</type> <value type="vec4d"><use>diffuse</use></value> </uniform> <uniform> <name>Specular</name> <type>float-vec4</type> <value type="vec4d"><use>specular</use></value> </uniform> <uniform> <name>Attenuation</name> <type>float-vec3</type> <value type="vec3d"><use>attenuation</use></value> </uniform> <uniform> <name>Exponent</name> <type>float</type> <value type="float"><use>exponent</use></value> </uniform> <uniform> <name>Cutoff</name> <type>float</type> <value type="float"><use>cutoff</use></value> </uniform> <uniform> <name>CosCutoff</name> <type>float</type> <value type="float"><use>cosCutoff</use></value> </uniform> <uniform> <name>Near</name> <type>float</type> <value type="float"><use>near</use></value> </uniform> <uniform> <name>Far</name> <type>float</type> <value type="float"><use>far</use></value> </uniform> </pass> </technique> </PropertyList>