169 lines
5.5 KiB
XML
169 lines
5.5 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/model-pbr</name>
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<parameters>
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<!-- Base Color -->
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<texture n="0">
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<type>white</type>
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</texture>
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<base-color-factor type="vec4d">1.0 1.0 1.0 1.0</base-color-factor>
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<!-- Normalmap -->
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<texture n="1">
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<image>Aircraft/Generic/Effects/null_bumpspec.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<!-- Metallic -->
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<texture n="2">
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<type>white</type>
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</texture>
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<metallic-factor type="float">1.0</metallic-factor>
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<!-- Roughness -->
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<texture n="3">
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<type>white</type>
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</texture>
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<roughness-factor type="float">1.0</roughness-factor>
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<!-- Occlusion -->
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<texture n="4">
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<type>white</type>
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</texture>
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<!-- Emissive -->
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<texture n="5">
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<type>white</type>
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</texture>
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<emissive-factor type="vec3d">0.0 0.0 0.0</emissive-factor>
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</parameters>
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<generate>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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</generate>
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<technique n="20">
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<scheme>hdr-geometry</scheme>
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<pass>
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<texture-unit>
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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<type><use>texture[1]/type</use></type>
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<image><use>texture[1]/image</use></image>
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<filter><use>texture[1]/filter</use></filter>
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<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
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<internal-format><use>texture[1]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<type><use>texture[2]/type</use></type>
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<image><use>texture[2]/image</use></image>
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<filter><use>texture[2]/filter</use></filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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<internal-format><use>texture[2]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<type><use>texture[3]/type</use></type>
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<image><use>texture[3]/image</use></image>
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<filter><use>texture[3]/filter</use></filter>
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<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
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<internal-format><use>texture[3]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<type><use>texture[4]/type</use></type>
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<image><use>texture[4]/image</use></image>
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<filter><use>texture[4]/filter</use></filter>
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<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
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<internal-format><use>texture[4]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>5</unit>
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<type><use>texture[5]/type</use></type>
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<image><use>texture[5]/image</use></image>
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<filter><use>texture[5]/filter</use></filter>
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<wrap-s><use>texture[5]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[5]/wrap-t</use></wrap-t>
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<internal-format><use>texture[5]/internal-format</use></internal-format>
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</texture-unit>
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<cull-face>back</cull-face>
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<program>
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<vertex-shader>Shaders/HDR/geometry-pbr.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/geometry-pbr.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>
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</program>
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<uniform>
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<name>base_color_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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<uniform>
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<name>normal_tex</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>metallic_tex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>roughness_tex</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>occlusion_tex</name>
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<type>sampler-2d</type>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>emissive_tex</name>
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<type>sampler-2d</type>
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<value type="int">5</value>
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</uniform>
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<uniform>
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<name>base_color_factor</name>
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<type>float-vec4</type>
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<value><use>base-color-factor</use></value>
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</uniform>
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<uniform>
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<name>metallic_factor</name>
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<type>float</type>
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<value><use>metallic-factor</use></value>
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</uniform>
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<uniform>
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<name>roughness_factor</name>
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<type>float</type>
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<value><use>roughness-factor</use></value>
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</uniform>
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<uniform>
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<name>emissive_factor</name>
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<type>float-vec3</type>
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<value><use>emissive-factor</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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