166 lines
5.3 KiB
XML
166 lines
5.3 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/text-default</name>
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<parameters>
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<!-- ibl.glsl -->
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<texture n="8">
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<image>Textures/PBR/dfg_lut.dds</image>
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<type>2d</type>
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<filter>linear</filter>
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<mag-filter>linear</mag-filter>
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<wrap-s>clamp-to-edge</wrap-s>
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<wrap-t>clamp-to-edge</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<!-- shadows.glsl -->
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<show-shadow-cascades>
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<use>/sim/rendering/hdr/debug/show-shadow-cascades</use>
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</show-shadow-cascades>
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<normal-bias>
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<use>/sim/rendering/hdr/shadows/normal-bias</use>
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</normal-bias>
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<sss-enabled>
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<use>/sim/rendering/hdr/shadows/sss-enabled</use>
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</sss-enabled>
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<sss-step-count>
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<use>/sim/rendering/hdr/shadows/sss-step-count</use>
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</sss-step-count>
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<sss-max-distance>
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<use>/sim/rendering/hdr/shadows/sss-max-distance</use>
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</sss-max-distance>
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<sss-depth-bias>
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<use>/sim/rendering/hdr/shadows/sss-depth-bias</use>
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</sss-depth-bias>
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<!-- exposure.glsl -->
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<exposure-compensation>
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<use>/sim/rendering/hdr/exposure-compensation</use>
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</exposure-compensation>
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</parameters>
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<technique n="10">
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<pass>
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<lighting>true</lighting>
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<blend>
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<active>true</active>
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</blend>
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<rendering-hint>transparent</rendering-hint>
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<program>
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<vertex-shader>Shaders/text.vert</vertex-shader>
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<fragment-shader>Shaders/text.frag</fragment-shader>
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<fragment-shader>Shaders/include_fog.frag</fragment-shader>
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</program>
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<uniform>
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<name>glyphTexture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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</pass>
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</technique>
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<technique n="129">
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<scheme>hdr-forward</scheme>
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<pass>
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<depth>
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<enabled>true</enabled>
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<function>less</function>
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<write-mask>false</write-mask>
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</depth>
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<blend>1</blend>
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<rendering-hint>transparent</rendering-hint>
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<cull-face>back</cull-face>
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<program>
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<vertex-shader>Shaders/HDR/text.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/logarithmic_depth.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/aerial_perspective.glsl</vertex-shader>
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<fragment-shader>Shaders/HDR/text.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/math.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/logarithmic_depth.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/shading_transparent.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/surface.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/ibl.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/shadows.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/sun.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/atmos_spectral.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/clustered.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
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</program>
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<uniform>
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<name>glyph_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<!-- shadows.glsl -->
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<uniform>
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<name>shadow_tex</name>
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<type>sampler-2d-shadow</type>
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<value type="int">10</value>
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</uniform>
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<uniform>
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<name>debug_shadow_cascades</name>
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<type>bool</type>
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<value><use>show-shadow-cascades</use></value>
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</uniform>
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<uniform>
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<name>normal_bias</name>
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<type>float</type>
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<value><use>normal-bias</use></value>
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</uniform>
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<uniform>
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<name>sss_enabled</name>
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<type>bool</type>
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<value><use>sss-enabled</use></value>
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</uniform>
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<uniform>
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<name>sss_step_count</name>
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<type>int</type>
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<value><use>sss-step-count</use></value>
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</uniform>
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<uniform>
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<name>sss_max_distance</name>
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<type>float</type>
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<value><use>sss-max-distance</use></value>
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</uniform>
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<uniform>
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<name>sss_depth_bias</name>
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<type>float</type>
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<value><use>sss-depth-bias</use></value>
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</uniform>
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<!-- ibl.glsl -->
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<uniform>
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<name>dfg_tex</name>
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<type>sampler-2d</type>
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<value type="int">8</value>
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</uniform>
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<uniform>
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<name>prefiltered_envmap_tex</name>
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<type>sampler-cube</type>
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<value type="int">9</value>
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</uniform>
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<!-- aerial_perspective.glsl -->
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<uniform>
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<name>aerial_perspective_tex</name>
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<type>sampler-2d</type>
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<value type="int">11</value>
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</uniform>
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<!-- sun.glsl -->
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<uniform>
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<name>transmittance_tex</name>
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<type>sampler-2d</type>
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<value type="int">12</value>
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</uniform>
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<!-- exposure.glsl -->
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<uniform>
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<name>lum_tex</name>
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<type>sampler-2d</type>
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<value type="int">14</value>
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</uniform>
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<uniform>
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<name>exposure_compensation</name>
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<type>float</type>
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<value><use>exposure-compensation</use></value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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