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fgdata/Effects/model-transparent.eff
Fernando García Liñán f53a170539 HDR: Better bloom effect
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.
2023-04-13 00:30:02 +02:00

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/model-transparent</name>
<inherits-from>Effects/model-default</inherits-from>
<parameters>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<write-depth type="bool">false</write-depth>
<rendering-hint>transparent</rendering-hint>
<!-- ibl.glsl -->
<texture n="8">
<image>Textures/PBR/dfg_lut.dds</image>
<type>2d</type>
<filter>linear</filter>
<mag-filter>linear</mag-filter>
<wrap-s>clamp-to-edge</wrap-s>
<wrap-t>clamp-to-edge</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<!-- exposure.glsl -->
<exposure-compensation>
<use>/sim/rendering/hdr/exposure-compensation</use>
</exposure-compensation>
</parameters>
<!-- Place objects in render bin 111 (frontmost transparent objects).
Remark: <render-bin> parameter is not set in Effects/model-default
to allow adjusting the bin based on material alpha. -->
<technique n="5">
<!-- ALS -->
<pass>
<render-bin>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
</pass>
</technique>
<technique n="11">
<!-- Non-ALS shaders -->
<pass>
<render-bin>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
</pass>
</technique>
<technique n="13">
<!-- Fallback (no shaders) -->
<pass>
<render-bin>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
</pass>
</technique>
<technique n="108">
<scheme>hdr-geometry</scheme>
</technique>
<technique n="118">
<scheme>hdr-shadow</scheme>
</technique>
<technique n="128">
<scheme>hdr-forward</scheme>
<pass>
<!-- Reverse floating point depth buffer -->
<depth>
<function>gequal</function>
<near>1.0</near>
<far>0.0</far>
<write-mask>false</write-mask>
</depth>
<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>8</unit>
<image><use>texture[8]/image</use></image>
<type><use>texture[8]/type</use></type>
<filter><use>texture[8]/filter</use></filter>
<mag-filter><use>texture[8]/mag-filter</use></mag-filter>
<wrap-s><use>texture[8]/wrap-s</use></wrap-s>
<wrap-t><use>texture[8]/wrap-t</use></wrap-t>
<internal-format><use>texture[8]/internal-format</use></internal-format>
</texture-unit>
<blend>1</blend>
<rendering-hint>transparent</rendering-hint>
<cull-face><use>cull-face</use></cull-face>
<program>
<vertex-shader>Shaders/HDR/model_transparent.vert</vertex-shader>
<vertex-shader>Shaders/HDR/aerial_perspective.glsl</vertex-shader>
<fragment-shader>Shaders/HDR/model_transparent.frag</fragment-shader>
<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/math.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/shading_transparent.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/surface.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/ibl.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/shadows.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/atmos_spectral.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/clustered.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
</program>
<uniform>
<name>color_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>color_mode</name>
<type>int</type>
<value><use>material/color-mode</use></value>
</uniform>
<uniform>
<name>material_diffuse</name>
<type>float-vec4</type>
<value><use>material/diffuse</use></value>
</uniform>
<!-- shadows.glsl -->
<uniform>
<name>shadow_tex</name>
<type>sampler-2d-shadow</type>
<value type="int">10</value>
</uniform>
<uniform>
<name>debug_shadow_cascades</name>
<type>bool</type>
<value><use>show-shadow-cascades</use></value>
</uniform>
<!-- ibl.glsl -->
<uniform>
<name>dfg_tex</name>
<type>sampler-2d</type>
<value type="int">8</value>
</uniform>
<uniform>
<name>prefiltered_envmap_tex</name>
<type>sampler-cube</type>
<value type="int">9</value>
</uniform>
<!-- aerial_perspective.glsl -->
<uniform>
<name>aerial_perspective_tex</name>
<type>sampler-2d</type>
<value type="int">11</value>
</uniform>
<uniform>
<name>transmittance_tex</name>
<type>sampler-2d</type>
<value type="int">12</value>
</uniform>
<!-- exposure.glsl -->
<uniform>
<name>lum_tex</name>
<type>sampler-2d</type>
<value type="int">14</value>
</uniform>
<uniform>
<name>exposure_compensation</name>
<type>float</type>
<value><use>exposure-compensation</use></value>
</uniform>
</pass>
</technique>
</PropertyList>