77 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			JSON
		
	
	
	
	
	
		
		
			
		
	
	
			77 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			JSON
		
	
	
	
	
	
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								{
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									"contexts": [
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										{
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											"name": "water_pass",
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											"depth_write": false,
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											"compare_mode": "always",
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											"cull_mode": "none",
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											"blend_source": "source_alpha",
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											"blend_destination": "inverse_source_alpha",
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											"blend_operation": "add",
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											"alpha_blend_source": "blend_one",
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											"alpha_blend_destination": "blend_one",
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											"alpha_blend_operation": "add",
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											"links": [
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												{
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													"name": "sbase",
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													"link": "$water_base.png"
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												},
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												{
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													"name": "sdetail",
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													"link": "$water_detail.png"
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												},
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												{
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													"name": "sfoam",
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													"link": "$water_foam.png"
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												},
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												{
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													"name": "eye",
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													"link": "_cameraPosition"
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												},
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												{
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													"name": "eyeLook",
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													"link": "_cameraLook"
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												},
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												{
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													"name": "ld",
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													"link": "_lightDirection"
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												},
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												{
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													"name": "invVP",
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													"link": "_inverseViewProjectionMatrix"
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												},
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												{
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													"name": "time",
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													"link": "_time"
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												},
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												{
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													"name": "envmapStrength",
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													"link": "_envmapStrength"
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												},
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												{
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													"name": "cameraProj",
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													"link": "_cameraPlaneProj"
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												},
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												{
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													"name": "senvmapRadiance",
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													"link": "_envmapRadiance",
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													"ifdef": ["_Rad"]
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												},
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												{
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													"name": "P",
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													"link": "_projectionMatrix",
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													"ifdef": ["_SSR"]
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												},
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												{
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													"name": "V3",
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													"link": "_viewMatrix3",
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													"ifdef": ["_SSR"]
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												}
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											],
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											"texture_params": [],
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											"vertex_shader": "../include/pass_viewray.vert.glsl",
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											"fragment_shader": "water_pass.frag.glsl"
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										}
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									]
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								}
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