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fgdata/Compositor/HDR/hdr.xml
Fernando García Liñán af29642423 HDR: miscellaneous changes
- Add an utility linearizeDepth function to help visualize the depth buffer for debug purposes.
- Use 'color0' instead of 'color' for all color attachments.
- Do not write to the HDR buffer if a fragment doesn't need shading (depth = 1).
2021-07-29 08:45:17 +02:00

1042 lines
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XML

<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>HDR</name>
<!-- XXX: These won't be necessary once we go core profile only -->
<use-osg-uniforms>true</use-osg-uniforms>
<use-vertex-attribute-aliasing>true</use-vertex-attribute-aliasing>
<!--
G-Buffer
.........................................................
: Buffer : Red : Green : Blue : Alpha :
:........:...........:...........:..........:...........:
: RT0 : albedo.r : albedo.g : albedo.b : AO/Cavity :
: RT1 : normal.x : normal.y :
: RT2 : Metalness : Roughness : Clearcoat :
: RT3 : Depth :
:........:...........:...........:..........:...........:
-->
<buffer>
<name>gbuffer0</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>rgba8</format>
</buffer>
<buffer>
<name>gbuffer1</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>rg16f</format>
</buffer>
<buffer>
<name>gbuffer2</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>rgba8</format>
</buffer>
<buffer>
<name>depth</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>depth32f</format>
</buffer>
<!-- HDR lighting result -->
<buffer>
<name>hdr-result</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>rgb16f</format>
</buffer>
<!-- Final LDR buffer -->
<buffer>
<name>final</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<format>rgb8</format>
</buffer>
<!-- Atmosphere LUTs -->
<buffer>
<name>transmittance</name>
<type>2d</type>
<width>256</width>
<height>64</height>
<format>rgb16f</format>
<min-filter>linear</min-filter>
<mag-filter>linear</mag-filter>
<wrap-s>clamp-to-edge</wrap-s>
<wrap-t>clamp-to-edge</wrap-t>
</buffer>
<buffer>
<name>multiple-scattering</name>
<type>2d</type>
<width>32</width>
<height>32</height>
<format>rgb16f</format>
<min-filter>linear</min-filter>
<mag-filter>linear</mag-filter>
<wrap-s>clamp-to-edge</wrap-s>
<wrap-t>clamp-to-edge</wrap-t>
</buffer>
<buffer>
<name>sky-view</name>
<type>2d</type>
<width>256</width>
<height>128</height>
<format>rgb16f</format>
<min-filter>linear</min-filter>
<mag-filter>linear</mag-filter>
<wrap-s>repeat</wrap-s>
<wrap-t>clamp-to-edge</wrap-t>
</buffer>
<buffer>
<name>aerial-perspective</name>
<type>2d</type>
<width>512</width>
<height>32</height>
<format>rgba16f</format>
<min-filter>linear</min-filter>
<mag-filter>linear</mag-filter>
<wrap-s>clamp-to-edge</wrap-s>
<wrap-t>clamp-to-edge</wrap-t>
</buffer>
<!-- Environment cubemap -->
<buffer>
<name>envmap</name>
<type>cubemap</type>
<width>128</width>
<height>128</height>
<format>rgb16f</format>
<min-filter>linear-mipmap-linear</min-filter>
<mag-filter>linear</mag-filter>
<wrap-s>clamp-to-edge</wrap-s>
<wrap-t>clamp-to-edge</wrap-t>
<mipmap-levels>5</mipmap-levels>
</buffer>
<!-- Shadow map atlas -->
<buffer>
<name>sun-shadowmap-atlas</name>
<type>2d</type>
<width>8192</width>
<height>8192</height>
<format>depth16</format>
<wrap-s>clamp-to-border</wrap-s>
<wrap-t>clamp-to-border</wrap-t>
<min-filter>linear</min-filter>
<mag-filter>linear</mag-filter>
<border-color type="vec4d">1.0 1.0 1.0 1.0</border-color>
<shadow-comparison>true</shadow-comparison>
</buffer>
<!-- Average luminance -->
<buffer>
<name>luminance</name>
<type>2d</type>
<width>1024</width>
<height>1024</height>
<format>r16f</format>
<min-filter>linear-mipmap-nearest</min-filter>
<mag-filter>nearest</mag-filter>
<mipmap-levels>10</mipmap-levels>
</buffer>
<buffer>
<name>prev-luminance</name>
<type>2d</type>
<width>1</width>
<height>1</height>
<format>r16f</format>
<min-filter>nearest</min-filter>
<mag-filter>nearest</mag-filter>
</buffer>
<buffer>
<name>adapted-luminance</name>
<type>2d</type>
<width>1</width>
<height>1</height>
<format>r16f</format>
<min-filter>nearest</min-filter>
<mag-filter>nearest</mag-filter>
</buffer>
<!-- SSAO -->
<buffer>
<name>ao0</name>
<type>2d</type>
<width>screen</width>
<height>screen</height>
<screen-width-scale>0.5</screen-width-scale>
<screen-height-scale>0.5</screen-height-scale>
<format>r8</format>
</buffer>
<!-- Bloom buffers -->
<buffer include="bloom-buffer.xml">
<name>bloom0</name>
<screen-width-scale>0.5</screen-width-scale>
<screen-height-scale>0.5</screen-height-scale>
</buffer>
<buffer include="bloom-buffer.xml">
<name>bloom1</name>
<screen-width-scale>0.25</screen-width-scale>
<screen-height-scale>0.25</screen-height-scale>
</buffer>
<buffer include="bloom-buffer.xml">
<name>bloom2</name>
<screen-width-scale>0.125</screen-width-scale>
<screen-height-scale>0.125</screen-height-scale>
</buffer>
<buffer include="bloom-buffer.xml">
<name>bloom3</name>
<screen-width-scale>0.0625</screen-width-scale>
<screen-height-scale>0.0625</screen-height-scale>
</buffer>
<buffer include="bloom-buffer.xml">
<name>bloom0-tmp</name>
<screen-width-scale>0.5</screen-width-scale>
<screen-height-scale>0.5</screen-height-scale>
</buffer>
<buffer include="bloom-buffer.xml">
<name>bloom1-tmp</name>
<screen-width-scale>0.25</screen-width-scale>
<screen-height-scale>0.25</screen-height-scale>
</buffer>
<buffer include="bloom-buffer.xml">
<name>bloom2-tmp</name>
<screen-width-scale>0.125</screen-width-scale>
<screen-height-scale>0.125</screen-height-scale>
</buffer>
<buffer include="bloom-buffer.xml">
<name>bloom3-tmp</name>
<screen-width-scale>0.0625</screen-width-scale>
<screen-height-scale>0.0625</screen-height-scale>
</buffer>
<!--=======================================================================-->
<!--
Generate the atmospheric scattering related LUTs
This is an implementation of Sébastien Hillaire's "A Scalable and
Production Ready Sky and Atmosphere Rendering Technique".
As a small summary, the sky-view and aerial perspective LUTs are used by
later passes to apply atmospheric scattering to the skydome and
opaque/transparent objects respectively. These two LUTs also rely on
another pair of LUTs (transmittance and multiple scattering) to speed up
the computations.
-->
<pass>
<name>atmos-transmittance</name>
<type>quad</type>
<effect>Effects/HDR/atmos-transmittance</effect>
<attachment>
<component>color0</component>
<buffer>transmittance</buffer>
</attachment>
</pass>
<pass>
<name>atmos-multiple-scattering</name>
<type>quad</type>
<effect>Effects/HDR/atmos-multiple-scattering</effect>
<binding>
<unit>0</unit>
<buffer>transmittance</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>multiple-scattering</buffer>
</attachment>
</pass>
<pass>
<name>atmos-sky-view</name>
<type>quad</type>
<effect>Effects/HDR/atmos-sky-view</effect>
<binding>
<unit>0</unit>
<buffer>transmittance</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>multiple-scattering</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>sky-view</buffer>
</attachment>
</pass>
<pass>
<name>atmos-aerial-perspective</name>
<type>quad</type>
<effect>Effects/HDR/atmos-aerial-perspective</effect>
<binding>
<unit>0</unit>
<buffer>transmittance</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>multiple-scattering</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>aerial-perspective</buffer>
</attachment>
</pass>
<!--
Environment capture passes
Render to a cubemap using forward rendering. Only render the skydome and
very bare terrain since we want to make as little draw calls as possible.
We also want to avoid doing an OSG cull traversal on many nodes as our
scene graph structure isn't too well optimized.
-->
<pass include="env-capture-pass.xml">
<name>env-capture0</name>
<cubemap-face>0</cubemap-face>
<attachment>
<component>color0</component>
<buffer>envmap</buffer>
<face>0</face>
<level>0</level>
</attachment>
</pass>
<pass include="env-capture-pass.xml">
<name>env-capture1</name>
<cubemap-face>1</cubemap-face>
<attachment>
<component>color0</component>
<buffer>envmap</buffer>
<face>1</face>
<level>0</level>
</attachment>
</pass>
<pass include="env-capture-pass.xml">
<name>env-capture2</name>
<cubemap-face>2</cubemap-face>
<attachment>
<component>color0</component>
<buffer>envmap</buffer>
<face>2</face>
<level>0</level>
</attachment>
</pass>
<pass include="env-capture-pass.xml">
<name>env-capture3</name>
<cubemap-face>3</cubemap-face>
<attachment>
<component>color0</component>
<buffer>envmap</buffer>
<face>3</face>
<level>0</level>
</attachment>
</pass>
<pass include="env-capture-pass.xml">
<name>env-capture4</name>
<cubemap-face>4</cubemap-face>
<attachment>
<component>color0</component>
<buffer>envmap</buffer>
<face>4</face>
<level>0</level>
</attachment>
</pass>
<pass include="env-capture-pass.xml">
<name>env-capture5</name>
<cubemap-face>5</cubemap-face>
<attachment>
<component>color0</component>
<buffer>envmap</buffer>
<face>5</face>
<level>0</level>
</attachment>
</pass>
<!--
Pre-filter the environment map
We convolve the cubemap for five roughness values and store the results
on the mipmap levels of the cubemap. Later passes will choose which mipmap
level to use for reflections based on the roughness of the surface that's
being lighted/rendered.
Diffuse lighting is approximated by using the highest mipmap level
(roughness=1).
-->
<pass include="env-prefilter-pass.xml">
<name>env-prefilter1</name>
<effect>Effects/HDR/envmap-prefilter1</effect>
<attachment>
<component>color0</component>
<buffer>envmap</buffer>
<face>0</face>
<level>1</level>
</attachment>
<attachment>
<component>color1</component>
<buffer>envmap</buffer>
<face>1</face>
<level>1</level>
</attachment>
<attachment>
<component>color2</component>
<buffer>envmap</buffer>
<face>2</face>
<level>1</level>
</attachment>
<attachment>
<component>color3</component>
<buffer>envmap</buffer>
<face>3</face>
<level>1</level>
</attachment>
<attachment>
<component>color4</component>
<buffer>envmap</buffer>
<face>4</face>
<level>1</level>
</attachment>
<attachment>
<component>color5</component>
<buffer>envmap</buffer>
<face>5</face>
<level>1</level>
</attachment>
</pass>
<pass include="env-prefilter-pass.xml">
<name>env-prefilter2</name>
<effect>Effects/HDR/envmap-prefilter2</effect>
<attachment>
<component>color0</component>
<buffer>envmap</buffer>
<face>0</face>
<level>2</level>
</attachment>
<attachment>
<component>color1</component>
<buffer>envmap</buffer>
<face>1</face>
<level>2</level>
</attachment>
<attachment>
<component>color2</component>
<buffer>envmap</buffer>
<face>2</face>
<level>2</level>
</attachment>
<attachment>
<component>color3</component>
<buffer>envmap</buffer>
<face>3</face>
<level>2</level>
</attachment>
<attachment>
<component>color4</component>
<buffer>envmap</buffer>
<face>4</face>
<level>2</level>
</attachment>
<attachment>
<component>color5</component>
<buffer>envmap</buffer>
<face>5</face>
<level>2</level>
</attachment>
</pass>
<pass include="env-prefilter-pass.xml">
<name>env-prefilter3</name>
<effect>Effects/HDR/envmap-prefilter3</effect>
<attachment>
<component>color0</component>
<buffer>envmap</buffer>
<face>0</face>
<level>3</level>
</attachment>
<attachment>
<component>color1</component>
<buffer>envmap</buffer>
<face>1</face>
<level>3</level>
</attachment>
<attachment>
<component>color2</component>
<buffer>envmap</buffer>
<face>2</face>
<level>3</level>
</attachment>
<attachment>
<component>color3</component>
<buffer>envmap</buffer>
<face>3</face>
<level>3</level>
</attachment>
<attachment>
<component>color4</component>
<buffer>envmap</buffer>
<face>4</face>
<level>3</level>
</attachment>
<attachment>
<component>color5</component>
<buffer>envmap</buffer>
<face>5</face>
<level>3</level>
</attachment>
</pass>
<pass include="env-prefilter-pass.xml">
<name>env-prefilter4</name>
<effect>Effects/HDR/envmap-prefilter4</effect>
<attachment>
<component>color0</component>
<buffer>envmap</buffer>
<face>0</face>
<level>4</level>
</attachment>
<attachment>
<component>color1</component>
<buffer>envmap</buffer>
<face>1</face>
<level>4</level>
</attachment>
<attachment>
<component>color2</component>
<buffer>envmap</buffer>
<face>2</face>
<level>4</level>
</attachment>
<attachment>
<component>color3</component>
<buffer>envmap</buffer>
<face>3</face>
<level>4</level>
</attachment>
<attachment>
<component>color4</component>
<buffer>envmap</buffer>
<face>4</face>
<level>4</level>
</attachment>
<attachment>
<component>color5</component>
<buffer>envmap</buffer>
<face>5</face>
<level>4</level>
</attachment>
</pass>
<!--
G-Buffer pass
This is the main forward pass. Here we skip the rendering of transparent
objects and other geometry that should be forward rendered later (like the
skydome, clouds, etc.)
-->
<pass>
<name>geometry</name>
<type>scene</type>
<effect-scheme>hdr-geometry</effect-scheme>
<clear-mask>depth</clear-mask>
<cull-mask>0xfffff7ff</cull-mask>
<attachment>
<component>color0</component>
<buffer>gbuffer0</buffer>
</attachment>
<attachment>
<component>color1</component>
<buffer>gbuffer1</buffer>
</attachment>
<attachment>
<component>color2</component>
<buffer>gbuffer2</buffer>
</attachment>
<attachment>
<component>depth</component>
<buffer>depth</buffer>
</attachment>
</pass>
<!-- Shadow mapping pre-passes -->
<pass include="csm-pass.xml">
<name>csm0</name>
<near-m>0.1</near-m>
<far-m>3.0</far-m>
<viewport>
<x>0.0</x>
<y>0.0</y>
<width>0.5</width>
<height>0.5</height>
</viewport>
</pass>
<pass include="csm-pass.xml">
<name>csm1</name>
<near-m>3.0</near-m>
<far-m>70.0</far-m>
<viewport>
<x>0.5</x>
<y>0.0</y>
<width>0.5</width>
<height>0.5</height>
</viewport>
</pass>
<pass include="csm-pass.xml">
<name>csm2</name>
<near-m>70.0</near-m>
<far-m>300.0</far-m>
<viewport>
<x>0.0</x>
<y>0.5</y>
<width>0.5</width>
<height>0.5</height>
</viewport>
</pass>
<pass include="csm-pass.xml">
<name>csm3</name>
<near-m>300.0</near-m>
<far-m>1000.0</far-m>
<viewport>
<x>0.5</x>
<y>0.5</y>
<width>0.5</width>
<height>0.5</height>
</viewport>
</pass>
<!-- SSAO (Screen Space Ambient Occlusion) -->
<pass>
<name>ao</name>
<type>quad</type>
<effect>Effects/HDR/ao</effect>
<binding>
<unit>0</unit>
<buffer>depth</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>gbuffer1</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>ao0</buffer>
</attachment>
</pass>
<!--
Main lighting pass
Combine the G-Buffer and other buffers to compute the final shading value
of the pixel in HDR.
-->
<pass>
<name>lighting</name>
<type>quad</type>
<effect>Effects/HDR/lighting</effect>
<use-shadow-pass>csm0</use-shadow-pass>
<use-shadow-pass>csm1</use-shadow-pass>
<use-shadow-pass>csm2</use-shadow-pass>
<use-shadow-pass>csm3</use-shadow-pass>
<binding>
<unit>0</unit>
<buffer>gbuffer0</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>gbuffer1</buffer>
</binding>
<binding>
<unit>2</unit>
<buffer>gbuffer2</buffer>
</binding>
<binding>
<unit>3</unit>
<buffer>depth</buffer>
</binding>
<binding>
<unit>8</unit>
<buffer>ao0</buffer>
</binding>
<binding>
<unit>9</unit>
<buffer>envmap</buffer>
</binding>
<binding>
<unit>10</unit>
<buffer>sun-shadowmap-atlas</buffer>
</binding>
<binding>
<unit>11</unit>
<buffer>aerial-perspective</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>hdr-result</buffer>
</attachment>
</pass>
<!--
Forward pass
Render all objects that couldn't be rendered on the G-Buffer, mainly
transparent objects. This is also done in HDR.
We reuse the depth buffer from the G-Buffer stage so we can take advantage
of early depth testing.
-->
<pass>
<name>forward</name>
<type>scene</type>
<effect-scheme>hdr-forward</effect-scheme>
<binding>
<unit>9</unit>
<buffer>envmap</buffer>
</binding>
<binding>
<unit>11</unit>
<buffer>sky-view</buffer>
</binding>
<binding>
<unit>13</unit>
<buffer>transmittance</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>hdr-result</buffer>
</attachment>
<attachment>
<component>depth</component>
<buffer>depth</buffer>
</attachment>
</pass>
<!--
Average luminance calculation
1. Convert the RGB values to luminance values and store them on a fixed
size texture.
2. Generate mipmaps for this texture until we are left with a 1x1 texture
at the highest mipmap level. This downsampling process effectively
calculates the geometric mean of luminance.
3. Simulate eye adaptation by smoothing out the transition between
different exposures.
4. Update the previous frame average luminance value for next frame.
-->
<pass>
<name>luminance</name>
<type>quad</type>
<effect>Effects/HDR/luminance</effect>
<binding>
<unit>0</unit>
<buffer>hdr-result</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>luminance</buffer>
<mipmap-generation>true</mipmap-generation>
</attachment>
</pass>
<pass>
<name>adapt-luminance</name>
<type>quad</type>
<effect>Effects/HDR/adapt-luminance</effect>
<binding>
<unit>0</unit>
<buffer>prev-luminance</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>luminance</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>adapted-luminance</buffer>
</attachment>
</pass>
<pass>
<name>copy-prev-luminance</name>
<type>quad</type>
<effect>Effects/HDR/copy-prev-luminance</effect>
<binding>
<unit>0</unit>
<buffer>adapted-luminance</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>prev-luminance</buffer>
</attachment>
</pass>
<!--
Generate a threshold texture for bloom
The HDR lighting buffer is filtered so we are left with an image that only
contains the brightest spots. This image is then progressively
downscaled, blurred and upscaled until we are left with the final bloom
to be applied.
-->
<pass>
<name>bloom-threshold</name>
<type>quad</type>
<effect>Effects/HDR/bloom-threshold</effect>
<binding>
<unit>0</unit>
<buffer>hdr-result</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>adapted-luminance</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloom0</buffer>
</attachment>
</pass>
<pass include="bloom-copy-pass.xml">
<name>bloom-copy1</name>
<binding>
<unit>0</unit>
<buffer>bloom0</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloom1</buffer>
</attachment>
</pass>
<pass include="bloom-copy-pass.xml">
<name>bloom-copy2</name>
<binding>
<unit>0</unit>
<buffer>bloom1</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloom2</buffer>
</attachment>
</pass>
<pass include="bloom-copy-pass.xml">
<name>bloom-copy3</name>
<binding>
<unit>0</unit>
<buffer>bloom2</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloom3</buffer>
</attachment>
</pass>
<pass include="bloom-horizontal-blur-pass.xml">
<name>bloom-hblur3</name>
<binding>
<unit>0</unit>
<buffer>bloom3</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloom3-tmp</buffer>
</attachment>
</pass>
<pass include="bloom-vertical-blur-pass.xml">
<name>bloom-vblur3</name>
<binding>
<unit>0</unit>
<buffer>bloom3-tmp</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloom3</buffer>
</attachment>
</pass>
<pass include="bloom-horizontal-blur-pass.xml">
<name>bloom-hblur2</name>
<binding>
<unit>0</unit>
<buffer>bloom2</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>bloom3</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloom2-tmp</buffer>
</attachment>
</pass>
<pass include="bloom-vertical-blur-pass.xml">
<name>bloom-vblur2</name>
<binding>
<unit>0</unit>
<buffer>bloom2-tmp</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloom2</buffer>
</attachment>
</pass>
<pass include="bloom-horizontal-blur-pass.xml">
<name>bloom-hblur1</name>
<binding>
<unit>0</unit>
<buffer>bloom1</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>bloom2</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloom1-tmp</buffer>
</attachment>
</pass>
<pass include="bloom-vertical-blur-pass.xml">
<name>bloom-vblur1</name>
<binding>
<unit>0</unit>
<buffer>bloom1-tmp</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloom1</buffer>
</attachment>
</pass>
<pass include="bloom-horizontal-blur-pass.xml">
<name>bloom-hblur0</name>
<binding>
<unit>0</unit>
<buffer>bloom0</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>bloom1</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloom0-tmp</buffer>
</attachment>
</pass>
<pass include="bloom-vertical-blur-pass.xml">
<name>bloom-vblur0</name>
<binding>
<unit>0</unit>
<buffer>bloom0-tmp</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>bloom0</buffer>
</attachment>
</pass>
<!--
Post-processing
Perform miscellaneous post-processing operations, namely tonemapping
and exposure compensation. This process converts the HDR buffer into an
LDR texture ready to be displayed on a screen.
-->
<pass>
<name>post</name>
<type>quad</type>
<effect>Effects/HDR/postprocess</effect>
<binding>
<unit>0</unit>
<buffer>hdr-result</buffer>
</binding>
<binding>
<unit>1</unit>
<buffer>adapted-luminance</buffer>
</binding>
<binding>
<unit>4</unit>
<buffer>bloom0</buffer>
</binding>
<attachment>
<component>color0</component>
<buffer>final</buffer>
</attachment>
</pass>
<!--
Final display pass
Perform any post-processing that has to be done in LDR space.
-->
<pass>
<name>display</name>
<type>quad</type>
<effect>Effects/HDR/display</effect>
<binding>
<unit>0</unit>
<buffer>final</buffer>
</binding>
</pass>
<!-- DEBUG PASSES -->
<!--
<pass>
<name>debug-albedo</name>
<type>quad</type>
<effect>Effects/HDR/trivial</effect>
<clear-mask>depth</clear-mask>
<geometry>
<left>0.0</left>
<bottom>0.0</bottom>
<width>0.2</width>
<height>0.2</height>
</geometry>
<binding>
<unit>0</unit>
<buffer>gbuffer0</buffer>
</binding>
</pass>
<pass>
<name>debug-normals</name>
<type>quad</type>
<effect>Effects/HDR/trivial</effect>
<clear-mask>depth</clear-mask>
<geometry>
<left>0.8</left>
<bottom>0.0</bottom>
<width>0.2</width>
<height>0.2</height>
</geometry>
<binding>
<unit>0</unit>
<buffer>gbuffer1</buffer>
</binding>
</pass>
<pass>
<name>debug-materials</name>
<type>quad</type>
<effect>Effects/HDR/trivial</effect>
<clear-mask>depth</clear-mask>
<geometry>
<left>0.0</left>
<bottom>0.8</bottom>
<width>0.2</width>
<height>0.2</height>
</geometry>
<binding>
<unit>0</unit>
<buffer>gbuffer2</buffer>
</binding>
</pass>
<pass>
<name>debug-depth</name>
<type>quad</type>
<effect>Effects/HDR/trivial</effect>
<clear-mask>depth</clear-mask>
<geometry>
<left>0.8</left>
<bottom>0.8</bottom>
<width>0.2</width>
<height>0.2</height>
</geometry>
<binding>
<unit>0</unit>
<buffer>depth</buffer>
</binding>
</pass>
-->
</PropertyList>