<?xml version="1.0" encoding="utf-8"?> <!-- Stub effect file for Rembrandt ported model-combined, as that one is explicitly made active under Rembrandt to provide glass/transparent surfaces with the ubershader. For now it only disables the ubershader under Rembrandt for the objects that use it, and replaces it with the default shader. --> <PropertyList> <name>Effects/model-combined-deferred</name> <inherits-from>Effects/model-combined</inherits-from> <technique n="8"> <predicate> <and> <property>/sim/rendering/rembrandt</property> <or> <less-equal> <value type="float">2.0</value> <glversion/> </less-equal> <and> <extension-supported>GL_ARB_shader_objects</extension-supported> <extension-supported>GL_ARB_shading_language_100</extension-supported> <extension-supported>GL_ARB_vertex_shader</extension-supported> <extension-supported>GL_ARB_fragment_shader</extension-supported> </and> </or> <extension-supported>GL_EXT_gpu_shader4</extension-supported> <extension-supported>GL_ARB_texture_rg</extension-supported> </and> </predicate> <pass> <lighting>false</lighting> <material> <ambient> <use>material/ambient</use> </ambient> <diffuse> <use>material/diffuse</use> </diffuse> <specular> <use>material/specular</use> </specular> <emissive> <use>material/emissive</use> </emissive> <shininess> <use>material/shininess</use> </shininess> <color-mode>ambient-and-diffuse</color-mode> </material> <cull-face>back</cull-face> <program> <vertex-shader n="1">Shaders/ubershader.vert</vertex-shader> <fragment-shader n="1">Shaders/ubershader-gbuffer.frag</fragment-shader> <!-- <vertex-shader n="1">Shaders/deferred-gbuffer.vert</vertex-shader> <fragment-shader n="1">Shaders/deferred-gbuffer.frag</fragment-shader>--> </program> </pass> </technique> </PropertyList>