Show dx7_renderpath.xml syntax highlighted
<?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
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