74 lines
2.4 KiB
XML
74 lines
2.4 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/HDR/water-shading</name>
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<parameters>
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<!-- exposure.glsl -->
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<exposure-compensation>
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<use>/sim/rendering/hdr/exposure-compensation</use>
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</exposure-compensation>
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</parameters>
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<technique n="1">
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<pass>
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<stencil>
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<function>equal</function>
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<value>3</value>
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</stencil>
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<program>
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<vertex-shader>Shaders/HDR/quad.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/water_shading.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/math.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/normal_encoding.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/logarithmic_depth.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/pos_from_depth.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/sun.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/atmos_spectral.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
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</program>
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<uniform>
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<name>gbuffer0_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>gbuffer1_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>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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<!-- pos_from_depth.glsl -->
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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">3</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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<!-- sun.glsl -->
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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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<value type="int">12</value>
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</uniform>
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<!-- exposure.glsl -->
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<uniform>
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<name>lum_tex</name>
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<type>sampler-2d</type>
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<value type="int">14</value>
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</uniform>
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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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</uniform>
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</pass>
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</technique>
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</PropertyList>
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