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Currently we're incorrectly using sRGB colors as raw inputs for lighting instead of conversion to linear space. For proper PBR we need linear values.
87 lines
2.4 KiB
XML
87 lines
2.4 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<element name="material" xmlns:a="http://relaxng.org/ns/compatibility/annotations/1.0" xmlns="http://relaxng.org/ns/structure/1.0" datatypeLibrary="http://www.w3.org/2001/XMLSchema-datatypes">
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<interleave>
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<zeroOrMore>
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<element name="alternative">
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<interleave>
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<attribute name="material"/>
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<optional>
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<attribute name="quality">
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<data type="decimal">
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<param name="minInclusive">0</param>
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</data>
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</attribute>
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</optional>
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<optional>
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<attribute name="if"/>
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</optional>
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</interleave>
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</element>
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</zeroOrMore>
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<optional>
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<element name="alpha_blending">
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<!-- flag; true if present -->
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<empty/>
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</element>
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</optional>
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<oneOrMore>
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<element name="shader">
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<attribute name="effect"/>
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<attribute name="pass">
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<choice>
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<value>main</value>
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<value>shadow_caster</value>
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<value>silhouette_occluder</value>
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<value>silhouette_caster</value>
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<value>wireframe</value>
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<value>wireframe_solid</value>
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<value>reflections</value>
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<value>refractions</value>
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</choice>
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</attribute>
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</element>
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</oneOrMore>
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<zeroOrMore>
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<element name="define">
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<attribute name="name"/>
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<attribute name="value"/>
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</element>
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</zeroOrMore>
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<zeroOrMore>
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<element name="uniform">
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<attribute name="name"/>
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<attribute name="value">
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<list>
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<!-- X Y Z W -->
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<data type="float"/>
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<optional>
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<data type="float"/>
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</optional>
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<optional>
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<data type="float"/>
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</optional>
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<optional>
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<data type="float"/>
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</optional>
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</list>
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</attribute>
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</element>
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</zeroOrMore>
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<zeroOrMore>
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<element name="renderquery">
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<attribute name="name"/>
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</element>
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</zeroOrMore>
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<zeroOrMore>
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<element name="required_texture">
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<attribute name="name"/>
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<optional>
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<attribute name="define"/>
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</optional>
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<optional>
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<attribute name="srgb"/>
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</optional>
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</element>
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</zeroOrMore>
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</interleave>
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</element>
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