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dx7_renderpath.xml from The Nebula Device at Krugle


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<?xml version="1.0" encoding="utf-8" ?>

<!-- render path for DX7 fixed function pipeline -->
<RenderPath name="dx7" shaderPath="renderpath:fixed">
    <!-- declare shaders and technique aliases -->
    <Shaders>
        <!-- declare shaders and technique aliases -->
        <Shader name="passes" file="shaders:passes.fx" />
        <Shader name="phases" file="shaders:phases.fx" />
        <Shader name="stencil_plane" file="shaders:stencil_plane.fx" />
        <Shader name="static" file="shaders:shaders.fx" />
        <Shader name="static_atest" file="shaders:shaders.fx" />
        <Shader name="environment" file="shaders:shaders.fx" />
        <Shader name="lightmapped" file="shaders:shaders.fx" />
        <Shader name="lightmapped2" file="shaders:shaders.fx" />
        <Shader name="unlightedlightmapped2" file="shaders:shaders.fx" />
        <Shader name="unlightedalphalightmapped2" file="shaders:shaders.fx" />
        <Shader name="skinned" file="shaders:shaders.fx" />
        <Shader name="multitexskinned" file="shaders:shaders.fx" />
        <Shader name="blended" file="shaders:shaders.fx" />
        <Shader name="alpha" file="shaders:shaders.fx" />
        <Shader name="alpha_uvanimation" file="shaders:shaders.fx" />
        <Shader name="alpha_soft" file="shaders:shaders.fx" />
        <Shader name="skinned_alpha" file="shaders:shaders.fx" />
        <Shader name="alpha2" file="shaders:shaders.fx" />
        <Shader name="environment_alpha" file="shaders:shaders.fx" />
        <Shader name="ocean" file="shaders:shaders.fx" />
        <Shader name="leaf" file="shaders:shaders.fx" />
        <Shader name="tree" file="shaders:shaders.fx" />
        <Shader name="grass" file="shaders:shaders.fx" />
        <Shader name="grass_lightmapped" file="shaders:shaders.fx" />
        <Shader name="cubeskybox" file="shaders:shaders.fx" />
        <Shader name="skybox" file="shaders:shaders.fx"/>
        <Shader name="default_nolight_nofog" file="shaders:shaders.fx" />
        <Shader name="layered" file="shaders:shaders.fx" />
        <Shader name="multilayered" file="shaders:shaders.fx" />
        <Shader name="particle" file="shaders:shaders.fx" />
        <Shader name="particle2" file="shaders:shaders.fx" />
        <Shader name="gui3d" file="shaders:shaders.fx" />
        <Shader name="water" file="shaders:water.fx" />
        <!-- ASIM -->
        <Shader name="underwaterground" file ="shaders:asim.fx" />
        <Shader name="underwater" file ="shaders:asim.fx" />
    </Shaders>
    <!-- declare variables -->
    <Float4 name="ShadowColor" value="0.0 0.0 0.0 0.25" />
    <Float4 name="FogDistances" value="10.0 100.0 0.0 0.0" />
    <Float4 name="FogColor" value="0.5 0.5 0.5 1.0" />

    <!-- the default section -->
    <Section name="default">
        <!-- render pass -->
        <Pass name="color" shader="passes" technique="tPassColor" clearColor="0.0 0.0 0.0 1.0" clearDepth="1.0" clearStencil="0">

            <Float4 name="FogDistances" variable="FogDistances" />
            <Float4 name="FogColor" variable="FogColor" />\

            <Phase name="opaque_nolight_nofog" shader="phases" technique="tPhaseOpaqueNoLightNoFog" sort="FrontToBack" lightMode="Off">
                <Sequence shader="default_nolight_nofog" technique="tStatic" />
            </Phase>
            <Phase name="opaque" shader="phases" technique="tPhaseOpaqueNoFog" sort="FrontToBack" lightMode="FFP">
                <Sequence shader="skybox" technique="tSkybox" />
            </Phase>
            <Phase name="opaque" shader="phases" technique="tPhaseOpaque" sort="FrontToBack" lightMode="FFP">
                <Sequence shader="static" technique="tStatic" />
                <Sequence shader="environment" technique="tEnvironment" />
                <Sequence shader="lightmapped" technique="tLightmapped" />
                <Sequence shader="lightmapped2" technique="tLightmapped2" />
                <Sequence shader="unlightedlightmapped2" technique="tUnlightedLightmapped2" />
                <Sequence shader="ocean" technique="tStatic" />
                <Sequence shader="multitexskinned" technique="tSkinnedML" />
            </Phase>
            <Phase name="opaqueAlphaTest" shader="phases" technique="tPhaseOpaqueATest" sort="FrontToBack" lightMode="Shader">
                <Sequence shader="static_atest" technique="tStaticATest"    firstLightAlpha="No" />
            </Phase>
            <Phase name="multipass" shader="phases" technique="tPhaseMultiPass" sort="FrontToBack" lightMode="FFP">
                <Sequence shader="layered" technique="tLayered" />
                <Sequence shader="multilayered" technique="tMultiLayered" />
                <Sequence shader="underwaterground" technique="tUnderwaterGround" />
            </Phase>
            <Phase name="vsopaque" shader="phases" technique="tPhaseVsOpaque" sort="FrontToBack" lightMode="Shader">
                <Sequence shader="blended" technique="tBlended" />
                <Sequence shader="skinned" technique="tSkinned" />

            </Phase>
            <Phase name="opaqueVsAlphaTest" shader="phases" technique="tPhaseVsOpaqueATest" sort="FrontToBack" lightMode="Shader">
                <Sequence shader="leaf" technique="tLeaf" />
                <Sequence shader="tree" technique="tTree" />
            </Phase>
            <Phase name="alpha" shader="phases" technique="tPhaseAlpha" sort="BackToFront" lightMode="FFP">
                <Sequence shader="alpha" technique="tStaticAlpha" />
                <Sequence shader="alpha_uvanimation" technique="tUVAnimationAlpha" />
                <Sequence shader="alpha_soft" technique="tStaticAlpha" />
                <Sequence shader="alpha2" technique="tStaticAlpha2" />
                <Sequence shader="environment_alpha" technique="tEnvironmentAlpha" />
                <Sequence shader="underwater" technique="tUnderwater" />
                <Sequence shader="unlightedalphalightmapped2" technique="tUnlightedAlphaLightmapped2" />
            </Phase>
            <Phase name="vsalpha" shader="phases" technique="tPhaseVsAlpha" sort="BackToFront" lightMode="Shader">
                <Sequence shader="water" technique="tWater" />
                <Sequence shader="skinned_alpha" technique="tSkinnedAlpha" />
            </Phase>
            <Phase name="vsalpha_nolight" shader="phases" technique="tPhaseVsAlpha" sort="BackToFront" lightMode="Off">
                <Sequence shader="particle" technique="tParticle" />
                <Sequence shader="particle2" technique="tParticle2" />
            </Phase>
        </Pass>

        <!-- draw stencil shadows -->
        <Pass name="shadow" drawShadows="Simple"/>
        <Pass name="shadowPlane" shader="stencil_plane" drawQuad="Yes" shadowEnabledCondition="Yes">
            <Float4 name="MatDiffuse" variable="ShadowColor" />
        </Pass>

        <!-- render 3d gui -->
        <Pass name="gui3d" shader="passes" technique="tPassGui3D" clearDepth="1.0" clearStencil="0">
            <Phase name="gui3d" shader="phases" technique="tPhaseGui3D" sort="None" lightMode="Shader">
                <Sequence shader="gui3d" technique="tGui3DColor" />
            </Phase>
        </Pass>

        <!-- post-draw stuff -->
        <Pass name="gui" drawGui="Yes"/>
    </Section>
</RenderPath>




See more files for this project here

The Nebula Device

Realtime 3D game/visualization engine, written in C++, scriptable through Tcl/Tk, Python and Lua. Supports D3D and OpenGL for rendering, runs under Linux and Windows.

Project homepage: http://sourceforge.net/projects/nebuladevice
Programming language(s): C,C++,Python
License: other

  2.0/
    asim.fx
    cegui.fx
    gui.fx
    hdr.fx
    occlusionquery.fx
    ocean.fx
    passes.fx
    phases.fx
    shaders.fx
    shadow.fx
    shadow_copy.fx
    shape.fx
    shared.fx
    sky.fx
    stencil_plane.fx
    treeshader.fx
    underwaterground.fx
  fixed/
    asim.fx
    cegui.fx
    gui.fx
    passes.fx
    phases.fx
    shaders.fx
    shadow.fx
    shape.fx
    shared.fx
    stencil_plane.fx
    underwaterground.fx
    water.fx
  lib/
    lib.fx
    randtable.fx
    sphericallighting.fx
  dx7_renderpath.xml
  dx9_renderpath.xml
  dx9hdr_renderpath.xml
  filter.xml
  shaders.xml