Skip to content

Instantly share code, notes, and snippets.

@mazelines
Last active October 29, 2019 17:31
Show Gist options
  • Select an option

  • Save mazelines/5f3cc14945113d1f0c272ddc22d13470 to your computer and use it in GitHub Desktop.

Select an option

Save mazelines/5f3cc14945113d1f0c272ddc22d13470 to your computer and use it in GitHub Desktop.
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE sbsbatchnode SYSTEM "glslfx.dtd">
<glslfx version="1.0.0" author="allegorithmic.com">
<!-- TECHNIQUES -->
<technique name="Parallax Occlusion">
<!-- PROPERTIES -->
<property name="blend_enabled" value="true"/>
<property name="blend_func" value="src_alpha,one_minus_src_alpha"/>
<property name="cull_face_enabled" value="true"/>
<property name="cull_face_mode" value="back"/>
<!-- SHADERS -->
<shader type="vertex" filename="common/parallax/vs.glsl"/>
<shader type="fragment" filename="physically_metallic_roughness_aces/fs.glsl"/>
<!-- UNIFORMS -->
<uniform name="parallax_mode" guiName="Parallax Mode" min="0" max="0" />
</technique>
<technique name="Tessellation">
<!-- PROPERTIES -->
<property name="blend_enabled" value="true"/>
<property name="blend_func" value="src_alpha,one_minus_src_alpha"/>
<property name="cull_face_enabled" value="true"/>
<property name="cull_face_mode" value="back"/>
<!-- SHADERS -->
<shader type="vertex" filename="common/tessellation/vs.glsl" primitiveType="patch3"/>
<shader type="tess_control" filename="common/tessellation/tcs.glsl"/>
<shader type="tess_eval" filename="common/tessellation/tes.glsl"/>
<shader type="fragment" filename="physically_metallic_roughness_aces/fs.glsl"/>
<!-- UNIFORMS -->
<uniform name="parallax_mode" guiName="Parallax Mode" min="1" max="1" />
<uniform name="tessellationFactor" guiGroup="Height" guiName="Tessellation Factor" default="4" min="1" max="64" guiMin="1" guiMax="16" guiStep="1" guiWidget="slider"/>
<!-- PHONG TESSELLATION UNIFORMS -->
<uniform name="usePhongTessellation" guiGroup="Height" guiName="Phong Tessellation" default="true" guiWidget="checkbox" />
<uniform name="phongTessellationFactor" guiGroup="Height" guiName="Phong Tessellation Factor" default="0.6" min="0.0" max="1.0" guiMin="0.0" guiMax="1.0" guiStep="0.05" guiWidget="slider"/>
</technique>
<!-- INPUT VERTEX FORMAT -->
<vertexformat name="iVS_Position" semantic="position"/>
<vertexformat name="iVS_Normal" semantic="normal"/>
<vertexformat name="iVS_UV" semantic="texcoord0"/>
<vertexformat name="iVS_Tangent" semantic="tangent0"/>
<vertexformat name="iVS_Binormal" semantic="binormal0"/>
<!-- SAMPLERS -->
<sampler name="baseColorMap" usage="basecolor,diffuse"/>
<sampler name="heightMap" usage="height"/>
<sampler name="normalMap" usage="normal"/>
<sampler name="metallicMap" usage="metallic"/>
<sampler name="roughnessMap" usage="roughness"/>
<sampler name="aoMap" usage="ambientocclusion"/>
<sampler name="emissiveMap" usage="emissive"/>
<sampler name="specularLevel" usage="specularlevel"/>
<sampler name="opacityMap" usage="opacity"/>
<sampler name="anisotropyLevelMap" usage="anisotropylevel"/>
<sampler name="anisotropyAngleMap" usage="anisotropyangle"/>
<sampler name="environmentMap" usage="environment"/>
<sampler name="bluenoiseMask" usage="bluenoisemask" ishidden="true"/>
<!-- MATRICES -->
<uniform name="worldMatrix" semantic="world"/>
<uniform name="worldViewProjMatrix" semantic="worldviewprojection"/>
<uniform name="worldViewMatrix" semantic="worldview"/>
<uniform name="worldInverseTransposeMatrix" semantic="worldinversetranspose"/>
<uniform name="viewInverseMatrix" semantic="viewinverse"/>
<uniform name="modelViewMatrix" semantic="modelview"/>
<uniform name="projectionMatrix" semantic="projection"/>
<!-- SCENE PARAMETERS -->
<uniform name="Lamp0Pos" semantic="lightposition0"/>
<uniform name="Lamp0Color" semantic="lightcolor0"/>
<uniform name="Lamp0Intensity" semantic="lightintensity0"/>
<uniform name="Lamp1Pos" semantic="lightposition1"/>
<uniform name="Lamp1Color" semantic="lightcolor1"/>
<uniform name="Lamp1Intensity" semantic="lightintensity1"/>
<!-- MISC PARAMETERS -->
<uniform name="nbSamples" semantic="samplespostablesize"/>
<uniform name="maxLod" semantic="panoramamipmapheight"/>
<uniform name="AmbiIntensity" semantic="panoramaintensity"/>
<uniform name="envRotation" semantic="panoramarotation"/>
<uniform name="shCoefs" semantic="irradianceshcoefs"/>
<uniform name="perFragBinormal" semantic="computebinormalinfragmentshader"/>
<uniform name="uvwScale" semantic="uvwscale"/>
<uniform name="displayUVTileOnly" semantic="renderuvtile"/>
<uniform name="uvTileCoords" semantic="uvtilecoords"/>
<uniform name="acesEnabled" semantic="acesEnabled"/>
<!-- UNIFORMS -->
<uniform name="EmissiveIntensity" guiGroup="Emissive" guiName="Emissive Intensity" default="1" min="0" guiWidget="slider" guiMin="0" guiMax="20"/>
<uniform name="sRGBBaseColor" guiGroup="Base Color" guiName="sRGB Base Color Texture" default="true" guiWidget="checkbox" />
<uniform name="heightMapScale" guiGroup="Height" guiName="Scale" default="0" guiWidget="slider" guiMin="0" guiMax="10" />
<uniform name="flipY" guiGroup="Normal" guiName="DirectX Normal" default="true" guiWidget="checkbox" semantic="isdirectxnormal"/>
<uniform name="tiling" guiGroup="Global" guiName="Tiling" default="1" min="1" guiWidget="slider" guiMax="10"/>
<uniform name="uvwScaleEnabled" guiGroup="Global" guiName="UV Scale Enabled" default="false" guiWidget="checkbox" />
<uniform name="acesEnabled" guiGroup="ToneMapped" guiName="Aces Enabled" default="false" guiWidget="checkbox" />
</glslfx>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment