e442e37ec3
It creates artifacts at edges of light volumes and should come from the main light source (sun and moon) anyway
119 lines
2.9 KiB
XML
119 lines
2.9 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/light-spot</name>
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<parameters></parameters>
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<technique n="10">
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<pass>
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<depth>
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<enabled type="bool">false</enabled>
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<write-mask type="bool">false</write-mask>
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</depth>
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<cull-face>front</cull-face>
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<render-bin>
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<bin-number>2</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<blend>
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<source>one</source>
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<destination>one</destination>
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</blend>
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<texture-unit>
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<unit>0</unit>
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<type>depth-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<type>normal-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<type>diffuse-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<type>spec-emis-buffer</type>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/light-spot.vert</vertex-shader>
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<fragment-shader>Shaders/light-spot.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
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<attribute>
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<name>attenuation</name>
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<index>12</index>
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</attribute>
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</program>
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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">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>color_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>spec_emis_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>LightPosition</name>
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<type>float-vec4</type>
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<value type="vec4d"><use>position</use></value>
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<positioned type="bool">true</positioned>
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</uniform>
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<uniform>
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<name>LightDirection</name>
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<type>float-vec4</type>
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<value type="vec4d"><use>direction</use></value>
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<positioned type="bool">true</positioned>
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</uniform>
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<uniform>
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<name>Diffuse</name>
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<type>float-vec4</type>
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<value type="vec4d"><use>diffuse</use></value>
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</uniform>
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<uniform>
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<name>Specular</name>
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<type>float-vec4</type>
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<value type="vec4d"><use>specular</use></value>
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</uniform>
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<uniform>
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<name>Attenuation</name>
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<type>float-vec3</type>
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<value type="vec3d"><use>attenuation</use></value>
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</uniform>
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<uniform>
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<name>Exponent</name>
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<type>float</type>
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<value type="float"><use>exponent</use></value>
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</uniform>
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<uniform>
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<name>Cutoff</name>
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<type>float</type>
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<value type="float"><use>cutoff</use></value>
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</uniform>
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<uniform>
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<name>CosCutoff</name>
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<type>float</type>
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<value type="float"><use>cosCutoff</use></value>
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</uniform>
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<uniform>
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<name>Near</name>
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<type>float</type>
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<value type="float"><use>near</use></value>
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</uniform>
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<uniform>
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<name>Far</name>
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<type>float</type>
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<value type="float"><use>far</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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