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.
272 lines
6.3 KiB
XML
272 lines
6.3 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/sunlight</name>
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<parameters>
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<filtering><use>/sim/rendering/shadows/filtering</use></filtering>
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</parameters>
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/shadows/enabled</property>
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<less> <!-- filtering >= 2 -->
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<value type="float">1.0</value>
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<float-property>/sim/rendering/shadows/filtering</float-property>
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</less>
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</and>
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</predicate>
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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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<blend>
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<source>one</source>
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<destination>one</destination>
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</blend>
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<render-bin>
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<bin-number>1</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>shadow</name>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/sunlight.vert</vertex-shader>
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<fragment-shader>Shaders/sunlight.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-functions.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>shadow_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>filtering</name>
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<type>int</type>
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<value type="int"><use>filtering</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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- fg_ShadowNumber
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- fg_ShadowDistances
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- fg_ShadowMatrix_0
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- fg_ShadowMatrix_1
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- fg_ShadowMatrix_2
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- fg_ShadowMatrix_3
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-->
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</pass>
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</technique>
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/shadows/enabled</property>
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</and>
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</predicate>
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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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<blend>
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<source>one</source>
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<destination>one</destination>
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</blend>
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<render-bin>
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<bin-number>1</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>shadow</name>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/sunlight.vert</vertex-shader>
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<fragment-shader>Shaders/sunlight-nofiltering.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-functions.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>shadow_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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<!-- 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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- fg_ShadowNumber
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- fg_ShadowDistances
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- fg_ShadowMatrix_0
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- fg_ShadowMatrix_1
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- fg_ShadowMatrix_2
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- fg_ShadowMatrix_3
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-->
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</pass>
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</technique>
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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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<blend>
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<source>one</source>
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<destination>one</destination>
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</blend>
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<render-bin>
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<bin-number>1</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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<program>
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<vertex-shader>Shaders/sunlight.vert</vertex-shader>
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<fragment-shader>Shaders/sunlight-noshadow.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-functions.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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<!-- 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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