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fgdata/Effects/lfeat.eff
Fernando García Liñán c4d19877cf HDR: Significant update
- New atmosphering rendering technique based on my own work.
- Attempt to fix some remaining transparency issues.
- Use a luminance histogram for auto exposure.
- Add support for clustered shading.
- Add WS 2.0 shaders.
- Add 3D cloud shaders.
- Add orthoscenery support.
2023-04-06 00:18:29 +02:00

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XML

<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/lfeat</name>
<inherits-from>Effects/runway</inherits-from>
<parameters>
<material>
<ambient type="vec4d">
1.0 1.0 1.0 1.0
</ambient>
<diffuse type="vec4d">
1.0 1.0 1.0 1.0
</diffuse>
<specular type="vec4d">
1.0 1.0 1.0 1.0
</specular>
<emissive type="vec4d">
0.0 0.0 0.0 1.0
</emissive>
<shininess>1.2</shininess>
</material>
<transparent>true</transparent>
<raise_vertex type="bool">true</raise_vertex>
</parameters>
<technique n="1">
<predicate>
<equal>
<property>/sim/rendering/shaders/skydome</property>
<value type="bool" >false</value>
</equal>
</predicate>
<pass>
<lighting>true</lighting>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<emissive>
<use>material/emissive</use>
</emissive>
<shininess>
<use>material/shininess</use>
</shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>7</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<type>
<use>texture[0]/type</use>
</type>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<polygon-offset>
<factor>-2.0</factor>
<units>-5.0</units>
</polygon-offset>
</pass>
</technique>
<technique n="107">
<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>9</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>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
</texture-unit>
<blend>0</blend>
<rendering-hint>opaque</rendering-hint>
<cull-face>back</cull-face>
<program>
<vertex-shader>Shaders/HDR/geometry-lfeat.vert</vertex-shader>
<fragment-shader>Shaders/HDR/geometry-lfeat.frag</fragment-shader>
<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
</program>
<uniform>
<name>color_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<polygon-offset>
<factor>2.0</factor>
<units>1.0</units>
</polygon-offset>
</pass>
</technique>
</PropertyList>