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fgdata/Effects/light-spot.eff
Frederic Bouvier e442e37ec3 Remove ambient component of additional lights
It creates artifacts at edges of light volumes and should come from the main light source (sun and moon) anyway
2012-04-16 08:29:33 +02:00

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XML

<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/light-spot</name>
<parameters></parameters>
<technique n="10">
<pass>
<depth>
<enabled type="bool">false</enabled>
<write-mask type="bool">false</write-mask>
</depth>
<cull-face>front</cull-face>
<render-bin>
<bin-number>2</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<blend>
<source>one</source>
<destination>one</destination>
</blend>
<texture-unit>
<unit>0</unit>
<type>depth-buffer</type>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>normal-buffer</type>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>diffuse-buffer</type>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>spec-emis-buffer</type>
</texture-unit>
<program>
<vertex-shader>Shaders/light-spot.vert</vertex-shader>
<fragment-shader>Shaders/light-spot.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
<attribute>
<name>attenuation</name>
<index>12</index>
</attribute>
</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>LightPosition</name>
<type>float-vec4</type>
<value type="vec4d"><use>position</use></value>
<positioned type="bool">true</positioned>
</uniform>
<uniform>
<name>LightDirection</name>
<type>float-vec4</type>
<value type="vec4d"><use>direction</use></value>
<positioned type="bool">true</positioned>
</uniform>
<uniform>
<name>Diffuse</name>
<type>float-vec4</type>
<value type="vec4d"><use>diffuse</use></value>
</uniform>
<uniform>
<name>Specular</name>
<type>float-vec4</type>
<value type="vec4d"><use>specular</use></value>
</uniform>
<uniform>
<name>Attenuation</name>
<type>float-vec3</type>
<value type="vec3d"><use>attenuation</use></value>
</uniform>
<uniform>
<name>Exponent</name>
<type>float</type>
<value type="float"><use>exponent</use></value>
</uniform>
<uniform>
<name>Cutoff</name>
<type>float</type>
<value type="float"><use>cutoff</use></value>
</uniform>
<uniform>
<name>CosCutoff</name>
<type>float</type>
<value type="float"><use>cosCutoff</use></value>
</uniform>
<uniform>
<name>Near</name>
<type>float</type>
<value type="float"><use>near</use></value>
</uniform>
<uniform>
<name>Far</name>
<type>float</type>
<value type="float"><use>far</use></value>
</uniform>
</pass>
</technique>
</PropertyList>