1
0
Fork 0
fgdata/Effects/sunlight.eff
Clément de l'Hamaide f6f433529f Revert "UniformFactory: merge current uniform per <name> of effect"
Talking with Emilian about this commit, we came to the conclusion we don't want share uniform between .eff file
This reverts commit 91a6a27f32ee5f79e1d7e0d4570e879a902de58f.
2014-11-16 22:09:41 +01:00

272 lines
6.3 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/sunlight</name>
<parameters>
<filtering><use>/sim/rendering/shadows/filtering</use></filtering>
</parameters>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shadows/enabled</property>
<less> <!-- filtering >= 2 -->
<value type="float">1.0</value>
<float-property>/sim/rendering/shadows/filtering</float-property>
</less>
</and>
</predicate>
<pass>
<lighting>false</lighting>
<depth>
<enabled>false</enabled>
</depth>
<blend>
<source>one</source>
<destination>one</destination>
</blend>
<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<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>
<texture-unit>
<unit>4</unit>
<type>buffer</type>
<name>shadow</name>
</texture-unit>
<program>
<vertex-shader>Shaders/sunlight.vert</vertex-shader>
<fragment-shader>Shaders/sunlight.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
</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>shadow_tex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>filtering</name>
<type>int</type>
<value type="int"><use>filtering</use></value>
</uniform>
<!-- The following uniforms are automatically defined and initialized :
- fg_SunAmbientColor
- fg_SunDiffuseColor
- fg_SunSpecularColor
- fg_SunDirection
- fg_ProjectionMatrixInverse
- fg_ViewMatrixInverse
- fg_ViewMatrix
- fg_Planes
- fg_ShadowNumber
- fg_ShadowDistances
- fg_ShadowMatrix_0
- fg_ShadowMatrix_1
- fg_ShadowMatrix_2
- fg_ShadowMatrix_3
-->
</pass>
</technique>
<technique n="10">
<predicate>
<and>
<property>/sim/rendering/shadows/enabled</property>
</and>
</predicate>
<pass>
<lighting>false</lighting>
<depth>
<enabled>false</enabled>
</depth>
<blend>
<source>one</source>
<destination>one</destination>
</blend>
<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<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>
<texture-unit>
<unit>4</unit>
<type>buffer</type>
<name>shadow</name>
</texture-unit>
<program>
<vertex-shader>Shaders/sunlight.vert</vertex-shader>
<fragment-shader>Shaders/sunlight-nofiltering.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
</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>shadow_tex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<!-- The following uniforms are automatically defined and initialized :
- fg_SunAmbientColor
- fg_SunDiffuseColor
- fg_SunSpecularColor
- fg_SunDirection
- fg_ProjectionMatrixInverse
- fg_ViewMatrixInverse
- fg_ViewMatrix
- fg_Planes
- fg_ShadowNumber
- fg_ShadowDistances
- fg_ShadowMatrix_0
- fg_ShadowMatrix_1
- fg_ShadowMatrix_2
- fg_ShadowMatrix_3
-->
</pass>
</technique>
<technique n="11">
<pass>
<lighting>false</lighting>
<depth>
<enabled>false</enabled>
</depth>
<blend>
<source>one</source>
<destination>one</destination>
</blend>
<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<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/sunlight.vert</vertex-shader>
<fragment-shader>Shaders/sunlight-noshadow.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
</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>
<!-- The following uniforms are automatically defined and initialized :
- fg_SunAmbientColor
- fg_SunDiffuseColor
- fg_SunSpecularColor
- fg_SunDirection
- fg_ProjectionMatrixInverse
- fg_ViewMatrixInverse
- fg_ViewMatrix
- fg_Planes
-->
</pass>
</technique>
</PropertyList>