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fgdata/Effects/HDR/postprocess.eff

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XML

<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/HDR/postprocess</name>
<parameters>
<bloom-magnitude><use>/sim/rendering/hdr/bloom-magnitude</use></bloom-magnitude>
<debug-ev100><use>/sim/rendering/hdr/debug/display-ev100</use></debug-ev100>
<exposure-compensation>
<use>/sim/rendering/hdr/exposure-compensation</use>
</exposure-compensation>
</parameters>
<technique n="1">
<pass>
<program>
<vertex-shader>Shaders/HDR/quad.vert</vertex-shader>
<fragment-shader>Shaders/HDR/postprocess.frag</fragment-shader>
<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/aces.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
</program>
<uniform>
<name>hdr_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>lum_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>bloom_tex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>bloom_magnitude</name>
<type>float</type>
<value><use>bloom-magnitude</use></value>
</uniform>
<uniform>
<name>debug_ev100</name>
<type>bool</type>
<value><use>debug-ev100</use></value>
</uniform>
<!-- exposure.glsl -->
<uniform>
<name>exposure_compensation</name>
<type>float</type>
<value><use>exposure-compensation</use></value>
</uniform>
</pass>
</technique>
</PropertyList>