1
0
Fork 0
fgdata/Effects/model-pbr.eff

170 lines
5.3 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/model-pbr</name>
<parameters>
<!-- Base Color -->
<texture n="0">
<type>white</type>
</texture>
<base-color-factor type="vec4d">1.0 1.0 1.0 1.0</base-color-factor>
<!-- Normalmap -->
<texture n="1">
<type>null-normalmap</type>
</texture>
<!-- ORM Texture (Occlusion R, Roughness G and Metallic B) -->
<texture n="2">
<type>white</type>
</texture>
<metallic-factor type="float">1.0</metallic-factor>
<roughness-factor type="float">1.0</roughness-factor>
<!-- Emissive -->
<texture n="3">
<type>white</type>
</texture>
<emissive-factor type="vec3d">0.0 0.0 0.0</emissive-factor>
<!-- Double Sided -->
<cull-face>back</cull-face>
<!-- Whether to flip the texture vertically -->
<flip-vertically>false</flip-vertically>
</parameters>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="109">
<scheme>hdr-geometry</scheme>
<pass>
<!-- Reverse floating point depth buffer -->
<depth>
<function>gequal</function>
<near>1.0</near>
<far>0.0</far>
</depth>
<stencil>
<function>always</function>
<value>8</value>
<pass>replace</pass>
</stencil>
<texture-unit>
<unit>0</unit>
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<filter><use>texture[0]/filter</use></filter>
<mag-filter><use>texture[0]/mag-filter</use></mag-filter>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type><use>texture[1]/type</use></type>
<image><use>texture[1]/image</use></image>
<filter><use>texture[1]/filter</use></filter>
<mag-filter><use>texture[1]/mag-filter</use></mag-filter>
<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type><use>texture[2]/type</use></type>
<image><use>texture[2]/image</use></image>
<filter><use>texture[2]/filter</use></filter>
<mag-filter><use>texture[2]/mag-filter</use></mag-filter>
<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type><use>texture[3]/type</use></type>
<image><use>texture[3]/image</use></image>
<filter><use>texture[3]/filter</use></filter>
<mag-filter><use>texture[3]/mag-filter</use></mag-filter>
<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
</texture-unit>
<blend>0</blend>
<rendering-hint>opaque</rendering-hint>
<cull-face><use>cull-face</use></cull-face>
<program>
<vertex-shader>Shaders/HDR/model_pbr.vert</vertex-shader>
<fragment-shader>Shaders/HDR/model_pbr.frag</fragment-shader>
<fragment-shader>Shaders/HDR/gbuffer_pack.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/normal_encoding.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
<name>base_color_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>normal_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>orm_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>emissive_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>base_color_factor</name>
<type>float-vec4</type>
<value><use>base-color-factor</use></value>
</uniform>
<uniform>
<name>metallic_factor</name>
<type>float</type>
<value><use>metallic-factor</use></value>
</uniform>
<uniform>
<name>roughness_factor</name>
<type>float</type>
<value><use>roughness-factor</use></value>
</uniform>
<uniform>
<name>emissive_factor</name>
<type>float-vec3</type>
<value><use>emissive-factor</use></value>
</uniform>
<uniform>
<name>flip_vertically</name>
<type>bool</type>
<value><use>flip-vertically</use></value>
</uniform>
</pass>
</technique>
<technique n="119">
<scheme>hdr-shadow</scheme>
<pass>
<color-mask type="vec4d">0 0 0 0</color-mask>
<cull-face>back</cull-face>
<blend>0</blend>
<polygon-offset>
<factor>1.1</factor>
<units>4.0</units>
</polygon-offset>
<program>
<vertex-shader>Shaders/HDR/model_shadow.vert</vertex-shader>
<fragment-shader>Shaders/HDR/model_shadow.frag</fragment-shader>
</program>
</pass>
</technique>
</PropertyList>