Quality slider overwrites custom shader settings. All effects now listen to the new...
[fg:toms-fgdata.git] / Effects / test.eff
1 <?xml version="1.0" encoding="utf-8"?>
2 <PropertyList>
3         <name>Effects/test</name>
4         <parameters>
5                 <texture n ="0">
6                 </texture>
7         </parameters>
8         <technique n="10">
9                 <predicate>
10                         <and>
11                                 <property>/sim/rendering/shaders/generic</property>
12                                 <less-equal>
13                                         <value type="float">1.0</value>
14                                         <shader-language/>
15                                 </less-equal>
16                         </and>
17                 </predicate>
18                 <pass n="0">
19                         <!-- This is apparently not used, so maybe we'll blow it way soon. -->
20                         <lighting>true</lighting>
21                         <material>
22                                 <ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
23                                 <diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
24                                 <color-mode>off</color-mode>
25                         </material>
26                         <alpha-test>
27                                 <comparison>greater</comparison>
28                                 <reference type="float">0.01</reference>
29                         </alpha-test>
30                         <shade-model>smooth</shade-model>
31                         <blend>
32                                 <source>src-alpha</source>
33                                 <destination>one-minus-src-alpha</destination>
34                         </blend>
35                         <depth>
36                                 <write-mask>false</write-mask>
37                         </depth>
38                         <render-bin>
39                                 <bin-number>10</bin-number>
40                                 <bin-name>DepthSortedBin</bin-name>
41                         </render-bin>
42                         <texture-unit>
43                                 <unit>0</unit>
44                                 <type>
45                                         <use>texture[0]/type</use>
46                                 </type>
47                                 <image>
48                                         <use>texture[0]/image</use>
49                                 </image>
50                                 <filter>
51                                         <use>texture[0]/filter</use>
52                                 </filter>
53                                 <wrap-s>
54                                         <use>texture[0]/wrap-s</use>
55                                 </wrap-s>
56                                 <wrap-t>
57                                         <use>texture[0]/wrap-t</use>
58                                 </wrap-t>
59                                 <!--<wrap-s>clamp</wrap-s>
60         <wrap-t>clamp</wrap-t>-->
61                         </texture-unit>
62                         <!--<attribute>
63         <mypars type="vec3">0 0 0</mypars>
64         <value type="int">10</value>
65       </attribute>-->
66                         <program>
67                                 <vertex-shader>Shaders/test.vert</vertex-shader>
68                                 <fragment-shader>Shaders/test.frag</fragment-shader>
69                                 <!--<attribute>
70           <name>usrAttr3</name>
71           <index>10</index>
72         </attribute>
73         <attribute>
74           <name>usrAttr4</name>
75           <index>11</index>
76         </attribute>-->
77                         </program>
78                         <uniform>
79                                 <name>baseTexture</name>
80                                 <type>sampler-2d</type>
81                                 <value type="int">0</value>
82                         </uniform>
83                         <uniform>
84                                 <name>shading</name>
85                                 <type>float</type>
86                                 <value type="float">0.5</value>
87                         </uniform>
88                         <vertex-program-two-side>true</vertex-program-two-side>
89                 </pass>
90         </technique>
91 </PropertyList>