f6f433529f
Talking with Emilian about this commit, we came to the conclusion we don't want share uniform between .eff file This reverts commit 91a6a27f32ee5f79e1d7e0d4570e879a902de58f.
94 lines
2.3 KiB
XML
94 lines
2.3 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/ambient</name>
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<parameters>
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<ambient-occlusion type="bool"><use>/sim/rendering/rembrandt/ambient-occlusion</use></ambient-occlusion>
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<ambient-occlusion-strength type="float"><use>/sim/rendering/rembrandt/ambient-occlusion-strength</use></ambient-occlusion-strength>
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</parameters>
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<technique n="11">
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<pass>
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<lighting>false</lighting>
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<depth>
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<enabled>false</enabled>
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</depth>
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<render-bin>
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<bin-number>0</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<type>buffer</type>
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<name>depth</name>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<type>buffer</type>
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<name>normal</name>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<type>buffer</type>
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<name>diffuse</name>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<type>buffer</type>
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<name>spec-emis</name>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<type>buffer</type>
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<name>ao-3</name>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/fullscreen.vert</vertex-shader>
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<fragment-shader>Shaders/ambient.frag</fragment-shader>
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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>ao_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>ambientOcclusion</name>
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<type>bool</type>
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<value><use>ambient-occlusion</use></value>
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</uniform>
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<uniform>
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<name>ambientOcclusionStrength</name>
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<type>float</type>
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<value><use>ambient-occlusion-strength</use></value>
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</uniform>
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<!-- The following uniforms are automatically defined and initialized :
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- fg_SunAmbientColor
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- fg_SunDiffuseColor
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- fg_SunSpecularColor
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- fg_SunDirection
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- fg_ProjectionMatrixInverse
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- fg_ViewMatrixInverse
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- fg_ViewMatrix
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- fg_Planes
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-->
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</pass>
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</technique>
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</PropertyList>
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