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hdr.mat 2.8 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. </shader>
  45. </material>
  46. <material name="HDRProcessBloom" screen="true">
  47. <rendertargets type="rgba_fp16">
  48. <rendertarget id="bloomtarget" sizeMode="pixels" width="512" height="512"/>
  49. <rendertarget id="bloomtarget2" sizeMode="pixels" width="512" height="512"/>
  50. <rendertarget id="bloomtarget_final" sizeMode="pixels" width="512" height="512"/>
  51. </rendertargets>
  52. <shader name="ExtractBloom">
  53. <targettextures>
  54. <targettexture mode="color" name="screenColorBuffer"/>
  55. <targettexture mode="out" id="bloomtarget"/>
  56. </targettextures>
  57. </shader>
  58. <shader name="HDRBloomH">
  59. <targettextures>
  60. <targettexture mode="in" name="screenTexture" id="bloomtarget"/>
  61. <targettexture mode="out" id="bloomtarget2"/>
  62. </targettextures>
  63. </shader>
  64. <shader name="HDRBloomV">
  65. <targettextures>
  66. <targettexture mode="in" name="screenTexture" id="bloomtarget2"/>
  67. <targettexture mode="out" id="bloomtarget_final"/>
  68. </targettextures>
  69. </shader>
  70. <shader name="HDRProcessShaderBloom">
  71. <targettextures>
  72. <targettexture mode="color" name="baseTexture"/>
  73. <targettexture mode="in" name="bloomTexture" id="bloomtarget_final"/>
  74. </targettextures>
  75. </shader>
  76. </material>
  77. </materials>
  78. </polycode>