hdr.mat 2.9 KB

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  1. <?xml version="1.0" ?>
  2. <polycode>
  3. <shaders>
  4. <shader type="glsl" name="NorColSpecHDR" numPointLights="4" numSpotLights="2">
  5. <vp source="default/NormalShader.vert"/>
  6. <fp source="hdr/NorColSpecHDR.frag"/>
  7. </shader>
  8. <shader type="glsl" name="DefaultShaderNoTextureHDR" numPointLights="4" numSpotLights="2">
  9. <vp source="default/DefaultShader.vert"/>
  10. <fp source="hdr/DefaultShaderNoTextureHDR.frag"/>
  11. </shader>
  12. <shader type="glsl" name="HDRProcessShader" screen="true">
  13. <vp source="default/ScreenShader.vert"/>
  14. <fp source="hdr/HDRProcess.frag"/>
  15. </shader>
  16. <shader type="glsl" name="HDRProcessShaderBloom" screen="true">
  17. <vp source="default/ScreenShader.vert"/>
  18. <fp source="hdr/HDRProcessBloom.frag"/>
  19. </shader>
  20. <shader type="glsl" name="HDRBloomH" screen="true">
  21. <vp source="default/ScreenShader.vert"/>
  22. <fp source="hdr/HDRBloomH.frag"/>
  23. </shader>
  24. <shader type="glsl" name="HDRBloomV" screen="true">
  25. <vp source="default/ScreenShader.vert"/>
  26. <fp source="hdr/HDRBloomV.frag"/>
  27. </shader>
  28. <shader type="glsl" name="ExtractBloom" screen="true">
  29. <vp source="default/ScreenShader.vert"/>
  30. <fp source="hdr/ExtractBloom.frag"/>
  31. </shader>
  32. </shaders>
  33. <materials>
  34. <material name="DefaultHDR">
  35. <shader name="DefaultShaderNoTextureHDR">
  36. </shader>
  37. </material>
  38. <material name="NormalColorSpecularHDR">
  39. <shader name="NorColSpecHDR">
  40. </shader>
  41. </material>
  42. <material name="HDRProcess" screen="true">
  43. <shader name="HDRProcessShader">
  44. <targettextures>
  45. <targettexture mode="color" name="screenColorBuffer"/>
  46. </targettextures>
  47. </shader>
  48. </material>
  49. <material name="HDRProcessBloom" screen="true">
  50. <rendertargets type="rgba_fp16">
  51. <rendertarget id="bloomtarget" sizeMode="pixels" width="640" height="360"/>
  52. <rendertarget id="bloomtarget2" sizeMode="pixels" width="640" height="360"/>
  53. <rendertarget id="bloomtarget_final" sizeMode="pixels" width="640" height="360"/>
  54. </rendertargets>
  55. <shader name="ExtractBloom">
  56. <targettextures>
  57. <targettexture mode="color" name="screenColorBuffer"/>
  58. <targettexture mode="out" id="bloomtarget"/>
  59. </targettextures>
  60. </shader>
  61. <shader name="HDRBloomH">
  62. <targettextures>
  63. <targettexture mode="in" name="screenTexture" id="bloomtarget"/>
  64. <targettexture mode="out" id="bloomtarget2"/>
  65. </targettextures>
  66. </shader>
  67. <shader name="HDRBloomV">
  68. <targettextures>
  69. <targettexture mode="in" name="screenTexture" id="bloomtarget2"/>
  70. <targettexture mode="out" id="bloomtarget_final"/>
  71. </targettextures>
  72. </shader>
  73. <shader name="HDRProcessShaderBloom">
  74. <targettextures>
  75. <targettexture mode="color" name="baseTexture"/>
  76. <targettexture mode="in" name="bloomTexture" id="bloomtarget_final"/>
  77. </targettextures>
  78. </shader>
  79. </material>
  80. </materials>
  81. </polycode>