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- <?xml version="1.0" ?>
- <polycode>
- <shaders>
- <shader type="glsl" name="NorColSpecHDR" numPointLights="4" numSpotLights="2">
- <vp source="default/NormalShader.vert"/>
- <fp source="hdr/NorColSpecHDR.frag"/>
- </shader>
- <shader type="glsl" name="DefaultShaderNoTextureHDR" numPointLights="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">
- <shader name="DefaultShaderNoTextureHDR">
- </shader>
- </material>
- <material name="NormalColorSpecularHDR">
- <shader name="NorColSpecHDR">
- </shader>
- </material>
- <material name="HDRProcess" screen="true">
- <shader name="HDRProcessShader">
- <targettextures>
- <targettexture mode="color" name="screenColorBuffer"/>
- </targettextures>
- </shader>
- </material>
- <material name="HDRProcessBloom" screen="true">
- <rendertargets type="rgba_fp16">
- <rendertarget id="bloomtarget" sizeMode="pixels" width="640" height="360"/>
- <rendertarget id="bloomtarget2" sizeMode="pixels" width="640" height="360"/>
- <rendertarget id="bloomtarget_final" sizeMode="pixels" width="640" height="360"/>
- </rendertargets>
- <shader name="ExtractBloom">
- <targettextures>
- <targettexture mode="color" name="screenColorBuffer"/>
- <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="color" name="baseTexture"/>
- <targettexture mode="in" name="bloomTexture" id="bloomtarget_final"/>
- </targettextures>
- </shader>
- </material>
- </materials>
- </polycode>
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