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fgdata/Effects/light-point.eff

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XML

<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/light-point</name>
<parameters></parameters>
<technique n="10">
<pass>
<depth>
<enabled type="bool">false</enabled>
<write-mask type="bool">false</write-mask>
</depth>
<cull-face>front</cull-face>
<render-bin>
<bin-number>2</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<blend>
<source>one</source>
<destination>one</destination>
</blend>
<texture-unit>
<unit>0</unit>
<type>depth-buffer</type>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>normal-buffer</type>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>diffuse-buffer</type>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>spec-emis-buffer</type>
</texture-unit>
<program>
<vertex-shader>Shaders/light-spot.vert</vertex-shader>
<fragment-shader>Shaders/light-point.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
<attribute>
<name>attenuation</name>
<index>12</index>
</attribute>
</program>
<uniform>
<name>depth_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>color_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>spec_emis_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>LightPosition</name>
<type>float-vec4</type>
<value type="vec4d"><use>light-spot/position</use></value>
<positioned type="bool">true</positioned>
</uniform>
<uniform>
<name>Ambient</name>
<type>float-vec4</type>
<value type="vec4d"><use>light-spot/ambient</use></value>
</uniform>
<uniform>
<name>Diffuse</name>
<type>float-vec4</type>
<value type="vec4d"><use>light-spot/diffuse</use></value>
</uniform>
<uniform>
<name>Specular</name>
<type>float-vec4</type>
<value type="vec4d"><use>light-spot/specular</use></value>
</uniform>
<uniform>
<name>Attenuation</name>
<type>float-vec3</type>
<value type="vec3d"><use>light-spot/attenuation</use></value>
</uniform>
<uniform>
<name>Near</name>
<type>float</type>
<value type="float"><use>light-spot/near</use></value>
</uniform>
<uniform>
<name>Far</name>
<type>float</type>
<value type="float"><use>light-spot/far</use></value>
</uniform>
</pass>
</technique>
</PropertyList>