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fgdata/Effects/HDR/shading-opaque.eff
Fernando García Liñán f53a170539 HDR: Better bloom effect
We also now pre-expose our lighting before writing to the HDR buffers.
This solves some precision issues and prevents the Sun from producing
infinite values.
2023-04-13 00:30:02 +02:00

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/HDR/shading-opaque</name>
<parameters>
<!-- ibl.glsl -->
<texture n="8">
<image>Textures/PBR/dfg_lut.dds</image>
<type>2d</type>
<filter>linear</filter>
<mag-filter>linear</mag-filter>
<wrap-s>clamp-to-edge</wrap-s>
<wrap-t>clamp-to-edge</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<!-- gtao.glsl -->
<ambient-occlusion-enabled>
<use>/sim/rendering/hdr/ambient-occlusion/enabled</use>
</ambient-occlusion-enabled>
<!-- shadows.glsl -->
<show-shadow-cascades>
<use>/sim/rendering/hdr/debug/show-shadow-cascades</use>
</show-shadow-cascades>
<!-- exposure.glsl -->
<exposure-compensation>
<use>/sim/rendering/hdr/exposure-compensation</use>
</exposure-compensation>
</parameters>
<technique n="1">
<pass>
<stencil>
<function>less-or-equal</function>
<value>8</value>
</stencil>
<texture-unit>
<unit>8</unit>
<image><use>texture[8]/image</use></image>
<type><use>texture[8]/type</use></type>
<filter><use>texture[8]/filter</use></filter>
<mag-filter><use>texture[8]/mag-filter</use></mag-filter>
<wrap-s><use>texture[8]/wrap-s</use></wrap-s>
<wrap-t><use>texture[8]/wrap-t</use></wrap-t>
<internal-format><use>texture[8]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/HDR/quad.vert</vertex-shader>
<fragment-shader>Shaders/HDR/shading_opaque.frag</fragment-shader>
<fragment-shader>Shaders/HDR/gbuffer_unpack.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/normal_encoding.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/pos_from_depth.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/math.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/shading_opaque.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/surface.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/ibl.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/shadows.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/gtao.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/atmos_spectral.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/clustered.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
</program>
<!-- gbuffer_unpack.glsl -->
<uniform>
<name>gbuffer0_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>gbuffer1_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>gbuffer2_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>gbuffer3_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<!--
shadows.glsl
pos_from_depth.glsl
-->
<uniform>
<name>depth_tex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<!-- gtao.glsl -->
<uniform>
<name>ao_tex</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<uniform>
<name>ambient_occlusion_enabled</name>
<type>bool</type>
<value><use>ambient-occlusion-enabled</use></value>
</uniform>
<!-- shadows.glsl -->
<uniform>
<name>shadow_tex</name>
<type>sampler-2d-shadow</type>
<value type="int">10</value>
</uniform>
<uniform>
<name>debug_shadow_cascades</name>
<type>bool</type>
<value><use>show-shadow-cascades</use></value>
</uniform>
<!-- ibl.glsl -->
<uniform>
<name>dfg_tex</name>
<type>sampler-2d</type>
<value type="int">8</value>
</uniform>
<uniform>
<name>prefiltered_envmap_tex</name>
<type>sampler-cube</type>
<value type="int">9</value>
</uniform>
<!-- aerial_perspective.glsl -->
<uniform>
<name>aerial_perspective_tex</name>
<type>sampler-2d</type>
<value type="int">11</value>
</uniform>
<uniform>
<name>transmittance_tex</name>
<type>sampler-2d</type>
<value type="int">12</value>
</uniform>
<!-- exposure.glsl -->
<uniform>
<name>lum_tex</name>
<type>sampler-2d</type>
<value type="int">14</value>
</uniform>
<uniform>
<name>exposure_compensation</name>
<type>float</type>
<value><use>exposure-compensation</use></value>
</uniform>
</pass>
</technique>
</PropertyList>