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fgdata/Effects/ambient.eff
Clément de l'Hamaide f6f433529f Revert "UniformFactory: merge current uniform per <name> of effect"
Talking with Emilian about this commit, we came to the conclusion we don't want share uniform between .eff file
This reverts commit 91a6a27f32ee5f79e1d7e0d4570e879a902de58f.
2014-11-16 22:09:41 +01:00

94 lines
2.3 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/ambient</name>
<parameters>
<ambient-occlusion type="bool"><use>/sim/rendering/rembrandt/ambient-occlusion</use></ambient-occlusion>
<ambient-occlusion-strength type="float"><use>/sim/rendering/rembrandt/ambient-occlusion-strength</use></ambient-occlusion-strength>
</parameters>
<technique n="11">
<pass>
<lighting>false</lighting>
<depth>
<enabled>false</enabled>
</depth>
<render-bin>
<bin-number>0</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>buffer</type>
<name>depth</name>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>buffer</type>
<name>normal</name>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>buffer</type>
<name>diffuse</name>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>buffer</type>
<name>spec-emis</name>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type>buffer</type>
<name>ao-3</name>
</texture-unit>
<program>
<vertex-shader>Shaders/fullscreen.vert</vertex-shader>
<fragment-shader>Shaders/ambient.frag</fragment-shader>
</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>ao_tex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>ambientOcclusion</name>
<type>bool</type>
<value><use>ambient-occlusion</use></value>
</uniform>
<uniform>
<name>ambientOcclusionStrength</name>
<type>float</type>
<value><use>ambient-occlusion-strength</use></value>
</uniform>
<!-- The following uniforms are automatically defined and initialized :
- fg_SunAmbientColor
- fg_SunDiffuseColor
- fg_SunSpecularColor
- fg_SunDirection
- fg_ProjectionMatrixInverse
- fg_ViewMatrixInverse
- fg_ViewMatrix
- fg_Planes
-->
</pass>
</technique>
</PropertyList>