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fgdata/Effects/terrain-default.eff
timoore 7a202515e8 Use texture instead of texture0 in terrain shader
This is better property list style.
2009-07-15 22:49:44 +00:00

120 lines
3.9 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>default-effect</name>
<!-- <inherits-from>another-effect</inherits-from> -->
<parameters>
<material>
<ambient type="vec4d">
0.2 .2 0.2 1.0
</ambient>
<diffuse type="vec4d">
.8 .8 .8 1.0
</diffuse>
<specular type="vec4d">
0.0 0.0 0.0 1.0
</specular>
<emissive type="vec4d">
0.0 0.0 0.0 1.0
</emissive>
<shininess>1.2</shininess>
</material>
<texture n="0">
<texture2d>
<image>Textures/Terrain/unknown.png</image>
<filter>linear-mipmap-linear</filter>
<!-- also repeat -->
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<!--
<wrap-r>clamp-to-border</wrap-r>
-->
<!-- float, signed-integer, integer -->
<internal-format>normalized</internal-format>
</texture2d>
</texture>
<transparent>false</transparent>
<render-bin>
<bin-number>0</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
</parameters>
<technique>
<predicate>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend><use>transparent</use></blend>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<texture2d><use>texture[0]/texture2d</use>
<image><use>texture[0]/texture2d/image</use></image>
<filter><use>texture[0]/texture2d/filter</use></filter>
<wrap-s><use>texture[0]/texture2d/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/texture2d/wrap-t</use></wrap-t>
<internal-format>
<use>texture[0]/texture2d/internal-format</use>
</internal-format>
</texture2d>
</texture-unit>
<program>
<vertex-shader>Shaders/default.vert</vertex-shader>
<fragment-shader>Shaders/default.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value></uniform>
</pass>
</technique>
<technique>
<pass>
<lighting>true</lighting>
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend><use>transparent</use></blend>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<texture2d><use>texture[0]/texture2d</use>
<image><use>texture[0]/texture2d/image</use></image>
<filter><use>texture[0]/texture2d/filter</use></filter>
<wrap-s><use>texture[0]/texture2d/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/texture2d/wrap-t</use></wrap-t>
<internal-format>
<use>texture[0]/texture2d/internal-format</use>
</internal-format>
</texture2d>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
</pass>
</technique>
</PropertyList>