f53a170539
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.
148 lines
4.9 KiB
XML
148 lines
4.9 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/HDR/shading-opaque</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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<!-- gtao.glsl -->
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<ambient-occlusion-enabled>
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<use>/sim/rendering/hdr/ambient-occlusion/enabled</use>
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</ambient-occlusion-enabled>
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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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<!-- 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="1">
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<pass>
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<stencil>
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<function>less-or-equal</function>
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<value>8</value>
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</stencil>
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<texture-unit>
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<unit>8</unit>
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<image><use>texture[8]/image</use></image>
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<type><use>texture[8]/type</use></type>
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<filter><use>texture[8]/filter</use></filter>
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<mag-filter><use>texture[8]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[8]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[8]/wrap-t</use></wrap-t>
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<internal-format><use>texture[8]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/HDR/quad.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/shading_opaque.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/gbuffer_unpack.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/normal_encoding.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/pos_from_depth.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/math.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/shading_opaque.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/gtao.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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<!-- gbuffer_unpack.glsl -->
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<uniform>
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<name>gbuffer0_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>gbuffer1_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>gbuffer2_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>gbuffer3_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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<!--
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shadows.glsl
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pos_from_depth.glsl
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-->
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<uniform>
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<name>depth_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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<!-- gtao.glsl -->
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<uniform>
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<name>ao_tex</name>
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<type>sampler-2d</type>
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<value type="int">7</value>
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</uniform>
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<uniform>
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<name>ambient_occlusion_enabled</name>
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<type>bool</type>
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<value><use>ambient-occlusion-enabled</use></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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<!-- 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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<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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