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fgdata/Effects/model-combined-deferred.eff
Emilian Huminiuc d43770ab58 Effects/model-default.eff move skydome to technique 5 to provide more headroom
Effects/model-combined.eff fix techniques numbering. Make active under rembrandt too. add model-combined-deferred as a stub for now for specific
Rembrandt use.
Users of model-combined with normalmaps should change the technique number to 9, and duplicate that entry for technique 8.
Fix some longstanding png warnings. Provide null_reflectdir.png for model-combined
This should fix part of bug #726
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-03-31 15:00:36 +03:00

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<?xml version="1.0" encoding="utf-8"?>
<!-- Stub effect file for Rembrandt ported model-combined,
as that one is explicitly made active under Rembrandt to
provide glass/transparent surfaces with the ubershader.
For now it only disables the ubershader under Rembrandt for
the objects that use it, and replaces it with the default shader.
-->
<PropertyList>
<name>Effects/model-combined-deferred</name>
<inherits-from>Effects/model-combined</inherits-from>
<technique n="8">
<predicate>
<and>
<property>/sim/rendering/rembrandt</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
<extension-supported>GL_EXT_gpu_shader4</extension-supported>
<extension-supported>GL_ARB_texture_rg</extension-supported>
</and>
</predicate>
<pass>
<lighting>false</lighting>
<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>
<program>
<vertex-shader n="1">Shaders/deferred-gbuffer.vert</vertex-shader>
<fragment-shader n="1">Shaders/deferred-gbuffer.frag</fragment-shader>
</program>
</pass>
</technique>
</PropertyList>