9b9ae5cf38
Implementation of "A Scalable and Production Ready Sky and Atmosphere Rendering Technique" by Sébastien Hillaire (2020).
77 lines
2.3 KiB
XML
77 lines
2.3 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/HDR/lighting</name>
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<parameters>
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<texture n="7">
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<image>Textures/PBR/dfg_lut.png</image>
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<type>2d</type>
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<filter>linear</filter>
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<wrap-s>clamp-to-border</wrap-s>
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<wrap-t>clamp-to-border</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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</parameters>
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<technique n="1">
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<pass>
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<texture-unit>
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<unit>7</unit>
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<image><use>texture[7]/image</use></image>
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<type><use>texture[7]/type</use></type>
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<filter><use>texture[7]/filter</use></filter>
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<wrap-s><use>texture[7]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[7]/wrap-t</use></wrap-t>
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<internal-format><use>texture[7]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/HDR/trivial.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/lighting.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/gbuffer-include.frag</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>gbuffer2_tex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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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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<uniform>
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<name>dfg_lut</name>
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<type>sampler-2d</type>
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<value type="int">7</value>
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</uniform>
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<uniform>
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<name>ao_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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<uniform>
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<name>prefiltered_envmap</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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<uniform>
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<name>shadow_tex</name>
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<type>sampler-2d-shadow</type>
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<value type="int">10</value>
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</uniform>
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<uniform>
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<name>aerial_perspective_lut</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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</pass>
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</technique>
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</PropertyList>
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