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- # Render Configuration File for Fluxions Renderer
- @DEFAULTWIDTH 1024
- @DEFAULTHEIGHT 1024
- # ==== Paths ====
- path ./
- path ../shaders/
- path ../textures/
- # ==== Samplers =====
- sampler default2dSampler
- sampler GL_TEXTURE_WRAP_S GL_REPEAT
- sampler GL_TEXTURE_WRAP_T GL_REPEAT
- sampler GL_TEXTURE_MIN_FILTER GL_LINEAR_MIPMAP_LINEAR
- sampler GL_TEXTURE_MAG_FILTER GL_LINEAR
- sampler defaultShadowSampler
- sampler GL_TEXTURE_WRAP_S GL_REPEAT
- sampler GL_TEXTURE_WRAP_T GL_REPEAT
- sampler GL_TEXTURE_MIN_FILTER GL_LINEAR
- sampler GL_TEXTURE_MAG_FILTER GL_LINEAR
- sampler defaultCubeSampler
- sampler GL_TEXTURE_WRAP_S GL_CLAMP_TO_EDGE
- sampler GL_TEXTURE_WRAP_T GL_CLAMP_TO_EDGE
- sampler GL_TEXTURE_WRAP_R GL_CLAMP_TO_EDGE
- sampler GL_TEXTURE_MIN_FILTER GL_LINEAR_MIPMAP_LINEAR
- sampler GL_TEXTURE_MAG_FILTER GL_LINEAR
- # ==== Textures ====
- texture enviroCubeTexture
- texture GL_TEXTURE_CUBE_MAP
- texture GL_TEXTURE_CUBE_MAP_POSITIVE_X "cube_pos_x.png"
- texture GL_TEXTURE_CUBE_MAP_POSITIVE_Y "cube_pos_y.png"
- texture GL_TEXTURE_CUBE_MAP_POSITIVE_Z "cube_pos_z.png"
- texture GL_TEXTURE_CUBE_MAP_NEGATIVE_X "cube_neg_x.png"
- texture GL_TEXTURE_CUBE_MAP_NEGATIVE_Y "cube_neg_y.png"
- texture GL_TEXTURE_CUBE_MAP_NEGATIVE_Z "cube_neg_z.png"
- texture GL_GENERATE_MIPMAP
- texture enviroCubeTexture2
- texture GL_TEXTURE_CUBE_MAP
- texture GL_TEXTURE_CUBE_MAP_POSITIVE_X "free_cube_map_positive_x.png"
- texture GL_TEXTURE_CUBE_MAP_POSITIVE_Y "free_cube_map_positive_y.png"
- texture GL_TEXTURE_CUBE_MAP_POSITIVE_Z "free_cube_map_positive_z.png"
- texture GL_TEXTURE_CUBE_MAP_NEGATIVE_X "free_cube_map_negative_x.png"
- texture GL_TEXTURE_CUBE_MAP_NEGATIVE_Y "free_cube_map_negative_y.png"
- texture GL_TEXTURE_CUBE_MAP_NEGATIVE_Z "free_cube_map_negative_z.png"
- texture GL_GENERATE_MIPMAP
- # ==== Render Configurations ====
- renderconfig pb_monolithic
- program DefaultSlowProgram
- vertshader default_slow_es30.vert
- fragshader default_slow_es30.frag
- vertattrib 0 vtxPosition
- vertattrib 1 vtxNormal
- vertattrib 2 vtxTexCoord
- vertattrib 3 vtxColor
- vertattrib 4 vtxAttrib
- program DefaultFastProgram
- vertshader default_fast_vs.glsl
- fragshader default_fast_fs.glsl
- vertattrib 0 vtxPosition
- vertattrib 1 vtxNormal
- vertattrib 2 vtxTexCoord
- vertattrib 3 vtxColor
- vertattrib 4 vtxAttrib
- vertattrib 6 vtxTangent
- vertattrib 7 vtxBinormal
- program DefaultZProgram
- vertshader default_z_vs.glsl
- fragshader default_z_fs.glsl
- vertattrib 0 vtxPosition
- renderbuffer "rb_color0" GL_RGBA @DEFAULTWIDTH @DEFAULTHEIGHT
- fbo "renderToTexture"
- fbo attach GL_RENDERBUFFER GL_COLOR_ATTACHMENT0 rb_color0
- renderconfig sphl
- program sphl
- vertshader sphl.vert
- fragshader sphl.frag
- vertattrib 0 aPosition
- vertattrib 1 aNormal
- vertattrib 2 aTexCoord
- renderconfig skybox
- program skybox
- vertshader skybox.vert
- fragshader skybox.frag
- vertattrib 0 aPosition
- vertattrib 1 aNormal
- vertattrib 2 aTexCoord
- renderconfig glut
- program UnwrappedCubeMap
- vertshader glut_unwrapped_cubemap.vert
- fragshader glut_unwrapped_cubemap.frag
- vertattrib 0 aPosition
- vertattrib 1 aTexCoord
- renderconfig cube_shadow
- program cube_shadow
- vertshader cube_shadow_gl330.vert
- geomshader cube_shadow_gl330.geom
- fragshader cube_shadow_gl330.frag
- vertattrib 0 aPosition
- # ==== UniformLists ====
- uniformlist defaultCamera
- uniformMatrix4f cameraMatrix @CAMERAMATRIX
- uniformMatrix4f shadowMatrix @SHADOWMATRIX
- uniformMatrix4f sunMatrix @SUNMATRIX
- # ==== Render Commands ====
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