f53a170539
We also now pre-expose our lighting before writing to the HDR buffers. This solves some precision issues and prevents the Sun from producing infinite values.
213 lines
7.1 KiB
XML
213 lines
7.1 KiB
XML
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<scheme>hdr-forward</scheme>
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<pass>
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<depth>
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<image><use>texture[2]/image</use></image>
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<image><use>texture[3]/image</use></image>
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<filter><use>texture[3]/filter</use></filter>
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<mag-filter><use>texture[3]/mag-filter</use></mag-filter>
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<image><use>texture[8]/image</use></image>
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<type><use>texture[8]/type</use></type>
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<filter><use>texture[8]/filter</use></filter>
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<blend><use>blend</use></blend>
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<cull-face><use>cull-face</use></cull-face>
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<program>
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<vertex-shader>Shaders/HDR/model_pbr_transparent.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/aerial_perspective.glsl</vertex-shader>
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<fragment-shader>Shaders/HDR/model_pbr_transparent.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/math.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/shading_transparent.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/surface.glsl</fragment-shader>
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<name>tangent</name>
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<uniform>
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<name>orm_tex</name>
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<uniform>
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<name>base_color_factor</name>
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<type>float-vec4</type>
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<value><use>base-color-factor</use></value>
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<uniform>
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<name>metallic_factor</name>
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<type>float</type>
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<value><use>metallic-factor</use></value>
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<uniform>
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<name>roughness_factor</name>
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<type>float</type>
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<value><use>roughness-factor</use></value>
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<uniform>
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<name>emissive_factor</name>
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<type>float-vec3</type>
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<value><use>emissive-factor</use></value>
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</uniform>
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<uniform>
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<name>flip_vertically</name>
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<type>bool</type>
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<value><use>flip-vertically</use></value>
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<uniform>
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<name>alpha_cutoff</name>
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<type>float</type>
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<value><use>alpha-cutoff</use></value>
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<!-- shadows.glsl -->
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<uniform>
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<name>shadow_tex</name>
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<type>sampler-2d-shadow</type>
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<uniform>
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<name>debug_shadow_cascades</name>
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<type>bool</type>
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<value><use>show-shadow-cascades</use></value>
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</uniform>
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<!-- ibl.glsl -->
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<uniform>
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<name>dfg_tex</name>
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<type>sampler-2d</type>
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<value type="int">8</value>
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<uniform>
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<name>prefiltered_envmap_tex</name>
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<type>sampler-cube</type>
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<value type="int">9</value>
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</uniform>
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<!-- aerial_perspective.glsl -->
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<uniform>
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<name>aerial_perspective_tex</name>
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<type>sampler-2d</type>
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<value type="int">11</value>
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</uniform>
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<uniform>
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<name>transmittance_tex</name>
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<type>sampler-2d</type>
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<!-- exposure.glsl -->
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<name>lum_tex</name>
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<uniform>
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<name>exposure_compensation</name>
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<type>float</type>
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<value><use>exposure-compensation</use></value>
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</technique>
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