<?xml version="1.0" ?>
<polycode>	
	<shaders>
		<shader type="glsl" name="NorColSpecHDR" numAreaLights="4" numSpotLights="2">		
			<vp source="default/NormalShader.vert"/>
			<fp source="hdr/NorColSpecHDR.frag"/>
		</shader>
		<shader type="glsl" name="DefaultShaderNoTextureHDR" numAreaLights="4" numSpotLights="2">	
			<vp source="default/DefaultShader.vert"/>
			<fp source="hdr/DefaultShaderNoTextureHDR.frag"/>
		</shader>		
		<shader type="glsl" name="HDRProcessShader" screen="true">
			<vp source="default/ScreenShader.vert"/>
			<fp source="hdr/HDRProcess.frag"/>
		</shader>		
		<shader type="glsl" name="HDRProcessShaderBloom" screen="true">
			<vp source="default/ScreenShader.vert"/>
			<fp source="hdr/HDRProcessBloom.frag"/>
		</shader>		
		<shader type="glsl" name="HDRBloomH" screen="true">
			<vp source="default/ScreenShader.vert"/>
			<fp source="hdr/HDRBloomH.frag"/>
		</shader>
		<shader type="glsl" name="HDRBloomV" screen="true">
			<vp source="default/ScreenShader.vert"/>
			<fp source="hdr/HDRBloomV.frag"/>
		</shader>	
		<shader type="glsl" name="ExtractBloom" screen="true">
			<vp source="default/ScreenShader.vert"/>
			<fp source="hdr/ExtractBloom.frag"/>
		</shader>							
	</shaders>
	<materials>
		<material name="DefaultHDR" screen="true">
			<shader name="DefaultShaderNoTextureHDR">
			</shader>
		</material>				
		<material name="HDRProcess" screen="true">
			<shader name="HDRProcessShader">
			</shader>
		</material>	
		<material name="HDRProcessBloom" screen="true">
			<rendertargets type="rgba_fp16">
				<rendertarget id="base_target"  sizeMode="normalized" width="1.0" height="1.0"/>			
				<rendertarget id="bloomtarget"  sizeMode="pixels" width="512" height="512"/>
				<rendertarget id="bloomtarget2"  sizeMode="pixels" width="512" height="512"/>				
				<rendertarget id="bloomtarget_final"  sizeMode="pixels" width="512" height="512"/>
			</rendertargets>
			<shader name="PassThrough">
				<targettextures>
					<targettexture mode="out" id="base_target"/>
				</targettextures>
			</shader>	
			<shader name="ExtractBloom">
				<targettextures>			
					<targettexture mode="out" id="bloomtarget"/>
				</targettextures>
			</shader>									
			<shader name="HDRBloomH">
				<targettextures>
					<targettexture mode="in" name="screenTexture" id="bloomtarget"/>				
					<targettexture mode="out" id="bloomtarget2"/>
				</targettextures>
			</shader>		
			<shader name="HDRBloomV">
				<targettextures>
					<targettexture mode="in" name="screenTexture" id="bloomtarget2"/>
					<targettexture mode="out" id="bloomtarget_final"/>					
				</targettextures>													
			</shader>
			
			<shader name="HDRProcessShaderBloom">
				<targettextures>
					<targettexture mode="in" name="baseTexture" id="base_target"/>								
					<targettexture mode="in" name="bloomTexture" id="bloomtarget_final"/>				
				</targettextures>													
			</shader>			
		</material>
	</materials>
</polycode>
