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fgdata/Effects/test.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

91 lines
2.2 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/test</name>
<parameters>
<texture n ="0">
</texture>
</parameters>
<technique n="10">
<predicate>
<and>
<property>/sim/rendering/shaders/generic</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>10</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<!--<attribute>
<mypars type="vec3">0 0 0</mypars>
<value type="int">10</value>
</attribute>-->
<program>
<vertex-shader>Shaders/test.vert</vertex-shader>
<fragment-shader>Shaders/test.frag</fragment-shader>
<!--<attribute>
<name>usrAttr3</name>
<index>10</index>
</attribute>
<attribute>
<name>usrAttr4</name>
<index>11</index>
</attribute>-->
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>shading</name>
<type>float</type>
<value type="float">0.5</value>
</uniform>
<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>
</PropertyList>