forked from 0ad/0ad
Adds SPIR-V to effect XML files.
Differential Revision: https://code.wildfiregames.com/D4986 This was SVN commit r27624.
This commit is contained in:
parent
ae9f47e741
commit
04230f7e03
@ -1,6 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<effect>
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<technique>
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<require shaders="arb"/>
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<pass shader="arb/canvas2d">
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@ -17,4 +16,11 @@
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</pass>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/canvas2d">
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<depth test="FALSE" mask="false"/>
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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</pass>
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</technique>
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</effect>
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@ -6,4 +6,10 @@
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<depth test="FALSE" mask="false"/>
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</pass>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/cas">
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<depth test="FALSE" mask="false"/>
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</pass>
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</technique>
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</effect>
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@ -6,4 +6,10 @@
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<depth test="FALSE" mask="false"/>
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</pass>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/fxaa">
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<depth test="FALSE" mask="false"/>
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</pass>
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</technique>
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</effect>
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@ -1,6 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<effect>
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<technique>
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<require shaders="glsl"/>
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<pass shader="glsl/bloom">
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@ -8,4 +7,10 @@
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</pass>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/bloom">
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<depth test="FALSE" mask="false"/>
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</pass>
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</technique>
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</effect>
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@ -11,4 +11,9 @@
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<pass shader="glsl/debug_overlay"/>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/debug_overlay"/>
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</technique>
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</effect>
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@ -19,4 +19,13 @@
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</pass>
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</technique>
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<technique>
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<define name="DEBUG_TEXTURED" value="1"/>
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<require shaders="spirv"/>
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<pass shader="spirv/debug_overlay">
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<depth test="FALSE" mask="false"/>
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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</pass>
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</technique>
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</effect>
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@ -8,4 +8,8 @@
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<require shaders="glsl"/>
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<pass shader="glsl/dummy"/>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/dummy"/>
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</technique>
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</effect>
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@ -11,4 +11,9 @@
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<pass shader="glsl/foreground_overlay"/>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/foreground_overlay"/>
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</technique>
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</effect>
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@ -8,4 +8,8 @@
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<require shaders="glsl"/>
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<pass shader="glsl/los_interp"/>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/los_interp"/>
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</technique>
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</effect>
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</pass>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/minimap">
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<depth test="FALSE" mask="false"/>
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</pass>
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</technique>
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</effect>
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@ -19,4 +19,13 @@
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</pass>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<define name="MINIMAP_LOS" value="1"/>
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<pass shader="spirv/minimap">
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<depth test="FALSE" mask="false"/>
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<color mask_red="FALSE" mask_green="FALSE" mask_blue="FALSE" mask_alpha="TRUE"/>
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</pass>
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</technique>
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</effect>
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</pass>
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</technique>
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<technique>
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<require context="PASS_REFLECTIONS"/>
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<require shaders="spirv"/>
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<pass shader="spirv/model_common">
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<cull mode="FRONT"/>
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</pass>
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</technique>
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<technique>
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<require context="MODE_SHADOWCAST || MODE_SILHOUETTEOCCLUDER"/>
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<require shaders="arb"/>
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@ -33,6 +41,14 @@
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</pass>
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</technique>
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<technique>
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<require context="MODE_SHADOWCAST || MODE_SILHOUETTEOCCLUDER"/>
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<require shaders="spirv"/>
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<pass shader="spirv/model_solid">
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<color mask_red="FALSE" mask_green="FALSE" mask_blue="FALSE" mask_alpha="FALSE"/>
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</pass>
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</technique>
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<technique>
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<require context="MODE_WIREFRAME"/>
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@ -50,6 +66,14 @@
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</pass>
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</technique>
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<technique>
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<require context="MODE_WIREFRAME"/>
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<require shaders="spirv"/>
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<pass shader="spirv/model_common">
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<polygon mode="LINE"/>
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</pass>
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</technique>
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<technique>
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<require context="MODE_WIREFRAME_SOLID"/>
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@ -67,6 +91,14 @@
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</pass>
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</technique>
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<technique>
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<require context="MODE_WIREFRAME_SOLID"/>
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<require shaders="spirv"/>
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<pass shader="spirv/model_solid_player">
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<polygon mode="LINE"/>
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</pass>
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</technique>
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<technique>
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<require context="MODE_SILHOUETTEDISPLAY"/>
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@ -88,6 +120,16 @@
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</pass>
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</technique>
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<technique>
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<require context="MODE_SILHOUETTEDISPLAY"/>
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<require shaders="spirv"/>
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<pass shader="spirv/model_solid_player">
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<depth func="gequal"/>
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<stencil test="TRUE" compare="notequal" reference="1" mask_read="4294967295" pass="REPLACE"/>
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<blend src="constant_alpha" dst="one_minus_constant_alpha" constant="0 0 0 191"/>
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</pass>
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</technique>
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<technique>
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<require shaders="arb"/>
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@ -99,4 +141,9 @@
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<pass shader="glsl/model_common"/>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/model_common"/>
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</technique>
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</effect>
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</pass>
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</technique>
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<technique>
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<require context="MODE_SHADOWCAST || MODE_SILHOUETTEOCCLUDER"/>
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<require shaders="spirv"/>
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<pass shader="spirv/model_solid_tex">
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<define name="REQUIRE_ALPHA_GEQUAL" value="0.4"/>
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<!-- Disable face-culling for two-sided models -->
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<cull mode="NONE"/>
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<color mask_red="FALSE" mask_green="FALSE" mask_blue="FALSE" mask_alpha="FALSE"/>
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</pass>
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</technique>
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<!--
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CRenderer::RenderSilhouettes skips alpha-blended models for
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MODE_SILHOUETTEDISPLAY, so do a dummy non-blended behaviour here to
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@ -46,6 +57,15 @@
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</pass>
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</technique>
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<technique>
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<require context="MODE_SILHOUETTEDISPLAY"/>
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<require shaders="spirv"/>
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<pass shader="spirv/model_solid_player">
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<depth func="gequal"/>
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<stencil test="TRUE" compare="notequal" reference="1" mask_read="4294967295" pass="REPLACE"/>
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</pass>
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</technique>
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<technique>
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<require context="MODE_WIREFRAME_SOLID"/>
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@ -63,6 +83,14 @@
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</pass>
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</technique>
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<technique>
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<require context="MODE_WIREFRAME_SOLID"/>
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<require shaders="spirv"/>
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<pass shader="spirv/model_solid_player">
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<polygon mode="LINE"/>
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</pass>
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</technique>
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<technique>
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<require context="MODE_WIREFRAME"/>
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@ -86,6 +114,17 @@
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<polygon mode="LINE"/>
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</pass>
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</technique>
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<technique>
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<require context="MODE_WIREFRAME"/>
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<require shaders="spirv"/>
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<pass shader="spirv/model_common">
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<define name="USE_TRANSPARENT" value="1"/>
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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<depth func="less" mask="false"/>
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<cull mode="NONE"/>
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<polygon mode="LINE"/>
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</pass>
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</technique>
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<technique>
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@ -108,6 +147,16 @@
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<cull mode="NONE"/>
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</pass>
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</technique>
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<technique>
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<require context="PASS_REFLECTIONS"/>
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<require context="ALPHABLEND_PASS_OPAQUE"/>
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<require shaders="spirv"/>
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<pass shader="spirv/model_common">
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<define name="USE_TRANSPARENT" value="1"/>
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<define name="REQUIRE_ALPHA_GEQUAL" value="0.6375"/>
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<cull mode="NONE"/>
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</pass>
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</technique>
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<technique>
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<cull mode="NONE"/>
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</pass>
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</technique>
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<technique>
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<require context="PASS_REFLECTIONS"/>
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<require context="ALPHABLEND_PASS_BLEND"/>
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<require shaders="spirv"/>
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<pass shader="spirv/model_common">
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<define name="USE_TRANSPARENT" value="1"/>
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<define name="REQUIRE_ALPHA_GEQUAL" value="0.05"/>
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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<depth func="less" mask="false"/>
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<cull mode="NONE"/>
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</pass>
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</technique>
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<technique>
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</pass>
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</technique>
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<technique>
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<require context="ALPHABLEND_PASS_OPAQUE"/>
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<require shaders="spirv"/>
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<pass shader="spirv/model_common">
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<define name="USE_TRANSPARENT" value="1"/>
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<define name="REQUIRE_ALPHA_GEQUAL" value="0.6375"/>
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</pass>
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</technique>
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<technique>
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@ -178,4 +248,15 @@
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</pass>
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</technique>
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<technique>
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<require context="ALPHABLEND_PASS_BLEND"/>
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<require shaders="spirv"/>
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<pass shader="spirv/model_common">
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<define name="USE_TRANSPARENT" value="1"/>
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<define name="REQUIRE_ALPHA_GEQUAL" value="0.05"/>
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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<depth func="less" mask="false"/>
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</pass>
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</technique>
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</effect>
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<depth func="less" mask="true"/>
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</pass>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<sort_by_distance/>
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<pass shader="spirv/model_water">
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<define name="USE_TRANSPARENT" value="1"/>
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<define name="USE_SPECULAR" value="1"/>
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<define name="USE_NORMAL_MAP" value="1"/>
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<define name="USE_INSTANCING" value="1"/>
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<define name="REQUIRE_ALPHA_GEQUAL" value="0.05"/>
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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<depth func="less" mask="true"/>
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</pass>
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</technique>
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<technique>
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<require shaders="arb"/>
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</technique>
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<depth func="lequal" mask="true"/>
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</pass>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<sort_by_distance/>
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<pass shader="spirv/model_waterfall">
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<define name="USE_TRANSPARENT" value="1"/>
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<define name="USE_INSTANCING" value="1"/>
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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<depth func="lequal" mask="true"/>
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</pass>
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</technique>
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<technique>
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<require shaders="arb"/>
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</technique>
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<require shaders="glsl"/>
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<pass shader="glsl/overlayline"/>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/overlayline"/>
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</technique>
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</effect>
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<require shaders="glsl"/>
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<pass shader="glsl/overlay_solid"/>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/overlay_solid"/>
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</technique>
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</effect>
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</pass>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/particle">
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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</pass>
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</technique>
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</effect>
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</pass>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/particle">
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<blend src="src_alpha" dst="one"/>
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<depth mask="false"/>
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</pass>
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</technique>
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</effect>
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</pass>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/particle">
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<blend src="zero" dst="one_minus_src_color"/>
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<depth mask="false"/>
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</pass>
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</technique>
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</effect>
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</pass>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/particle">
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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<depth mask="false"/>
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</pass>
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</technique>
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</effect>
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</pass>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<require context="MODE_WIREFRAME"/>
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<pass shader="spirv/particle_solid">
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<polygon mode="LINE"/>
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</pass>
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</technique>
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<technique>
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<require shaders="arb"/>
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</pass>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/particle_solid">
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<depth mask="false"/>
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</pass>
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</technique>
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</effect>
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</pass>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/particle">
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<blend src="src_alpha" dst="one" op="REVERSE_SUBTRACT"/>
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<depth mask="false"/>
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</pass>
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</technique>
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</effect>
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@ -10,4 +10,14 @@
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<depth test="FALSE" mask="false"/>
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</pass>
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</technique>
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<technique>
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<require shaders="spirv"/>
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<pass shader="spirv/dof">
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<define name="BLUR_FOV" value="3"/>
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<depth test="FALSE" mask="false"/>
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</pass>
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<pass shader="spirv/hdr">
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<depth test="FALSE" mask="false"/>
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</pass>
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</technique>
|
||||
</effect>
|
||||
|
@ -8,4 +8,11 @@
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require shaders="spirv"/>
|
||||
<pass shader="spirv/hdr">
|
||||
<depth test="FALSE" mask="false"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
</effect>
|
||||
|
@ -15,4 +15,11 @@
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require shaders="spirv"/>
|
||||
<pass shader="spirv/sky">
|
||||
<depth mask="false"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
</effect>
|
||||
|
@ -11,4 +11,9 @@
|
||||
<pass shader="glsl/solid"/>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require shaders="spirv"/>
|
||||
<pass shader="spirv/solid"/>
|
||||
</technique>
|
||||
|
||||
</effect>
|
||||
|
@ -17,6 +17,14 @@
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require context="PASS_REFLECTIONS"/>
|
||||
<require shaders="spirv"/>
|
||||
<pass shader="spirv/terrain_base">
|
||||
<cull mode="FRONT"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
|
||||
<technique>
|
||||
<require shaders="arb"/>
|
||||
@ -34,6 +42,14 @@
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require shaders="spirv"/>
|
||||
<require context="MODE_WIREFRAME"/>
|
||||
<pass shader="spirv/terrain_base">
|
||||
<polygon mode="LINE"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
|
||||
<technique>
|
||||
<require shaders="arb"/>
|
||||
@ -45,4 +61,9 @@
|
||||
<pass shader="glsl/terrain_base"/>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require shaders="spirv"/>
|
||||
<pass shader="spirv/terrain_base"/>
|
||||
</technique>
|
||||
|
||||
</effect>
|
||||
|
@ -21,6 +21,16 @@
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require context="PASS_REFLECTIONS"/>
|
||||
<require shaders="spirv"/>
|
||||
<pass shader="spirv/terrain_blend">
|
||||
<depth mask="false"/>
|
||||
<cull mode="FRONT"/>
|
||||
<blend src="src_alpha" dst="one_minus_src_alpha"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
|
||||
<technique>
|
||||
<require shaders="arb"/>
|
||||
@ -42,6 +52,16 @@
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require shaders="spirv"/>
|
||||
<require context="MODE_WIREFRAME"/>
|
||||
<pass shader="spirv/terrain_blend">
|
||||
<depth mask="false"/>
|
||||
<polygon mode="LINE"/>
|
||||
<blend src="src_alpha" dst="one_minus_src_alpha"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
|
||||
<technique>
|
||||
<require shaders="arb"/>
|
||||
@ -59,4 +79,12 @@
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require shaders="spirv"/>
|
||||
<pass shader="spirv/terrain_blend">
|
||||
<depth mask="false"/>
|
||||
<blend src="src_alpha" dst="one_minus_src_alpha"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
</effect>
|
||||
|
@ -21,6 +21,16 @@
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require context="PASS_REFLECTIONS"/>
|
||||
<require shaders="spirv"/>
|
||||
<pass shader="spirv/terrain_decal">
|
||||
<depth mask="false"/>
|
||||
<cull mode="FRONT"/>
|
||||
<blend src="src_alpha" dst="one_minus_src_alpha"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
|
||||
<technique>
|
||||
<require shaders="arb"/>
|
||||
@ -42,6 +52,16 @@
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require shaders="spirv"/>
|
||||
<require context="MODE_WIREFRAME"/>
|
||||
<pass shader="spirv/terrain_decal">
|
||||
<depth mask="false"/>
|
||||
<polygon mode="LINE"/>
|
||||
<blend src="src_alpha" dst="one_minus_src_alpha"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
|
||||
<technique>
|
||||
<require shaders="arb"/>
|
||||
@ -59,4 +79,12 @@
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require shaders="spirv"/>
|
||||
<pass shader="spirv/terrain_decal">
|
||||
<depth mask="false"/>
|
||||
<blend src="src_alpha" dst="one_minus_src_alpha"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
</effect>
|
||||
|
@ -23,6 +23,19 @@
|
||||
<color mask_red="FALSE" mask_green="FALSE" mask_blue="FALSE" mask_alpha="FALSE"/>
|
||||
</pass>
|
||||
</technique>
|
||||
<technique>
|
||||
<require context="PASS_SHADOWS || MODE_SILHOUETTEOCCLUDER"/>
|
||||
<require shaders="spirv"/>
|
||||
<pass shader="spirv/dummy">
|
||||
<!--
|
||||
To prevent units displaying silhouettes when parts of their model
|
||||
protrude into the ground, only occlude with the back faces of the
|
||||
terrain (so silhouettes will still display when behind hills).
|
||||
-->
|
||||
<cull mode="FRONT"/>
|
||||
<color mask_red="FALSE" mask_green="FALSE" mask_blue="FALSE" mask_alpha="FALSE"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require shaders="arb"/>
|
||||
@ -38,6 +51,13 @@
|
||||
<polygon mode="LINE"/>
|
||||
</pass>
|
||||
</technique>
|
||||
<technique>
|
||||
<require shaders="spirv"/>
|
||||
<require context="MODE_WIREFRAME"/>
|
||||
<pass shader="spirv/dummy">
|
||||
<polygon mode="LINE"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require shaders="arb"/>
|
||||
@ -47,5 +67,9 @@
|
||||
<require shaders="glsl"/>
|
||||
<pass shader="glsl/dummy"/>
|
||||
</technique>
|
||||
<technique>
|
||||
<require shaders="spirv"/>
|
||||
<pass shader="spirv/dummy"/>
|
||||
</technique>
|
||||
|
||||
</effect>
|
||||
|
@ -7,4 +7,12 @@
|
||||
<blend src="src_alpha" dst="one_minus_src_alpha"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require shaders="spirv"/>
|
||||
<pass shader="spirv/water_high">
|
||||
<depth test="TRUE"/>
|
||||
<blend src="src_alpha" dst="one_minus_src_alpha"/>
|
||||
</pass>
|
||||
</technique>
|
||||
</effect>
|
||||
|
@ -19,6 +19,15 @@
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require shaders="spirv"/>
|
||||
<require context="MODE_WIREFRAME"/>
|
||||
<pass shader="spirv/water_simple">
|
||||
<depth test="TRUE"/>
|
||||
<polygon mode="LINE"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
|
||||
<technique>
|
||||
<require shaders="arb"/>
|
||||
@ -34,4 +43,11 @@
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require shaders="spirv"/>
|
||||
<pass shader="spirv/water_simple">
|
||||
<depth test="TRUE"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
</effect>
|
||||
|
@ -7,4 +7,12 @@
|
||||
<blend src="src_alpha" dst="one_minus_src_alpha"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique>
|
||||
<require shaders="spirv"/>
|
||||
<pass shader="spirv/waves">
|
||||
<depth test="TRUE" func="always"/>
|
||||
<blend src="src_alpha" dst="one_minus_src_alpha"/>
|
||||
</pass>
|
||||
</technique>
|
||||
</effect>
|
||||
|
Loading…
Reference in New Issue
Block a user