quakeforge/libs/video/renderer/vulkan/smp_quake.plist
Bill Currie 1fe0f5ffd5 [vulkan] Get spotlight shadows working
They currently have a hard-coded bias of 0.5 pixels (if I'm doing my
math correctly) to combat the shadow acne, but look pretty good.
2023-08-02 19:34:37 +09:00

138 lines
3.2 KiB
Text

samplers = {
quakepic = {
magFilter = nearest;
minFilter = nearest;
mipmapMode = nearest;
addressModeU = clamp_to_edge;
addressModeV = clamp_to_edge;
addressModeW = clamp_to_edge;
mipLodBias = 0;
anisotropyEnable = false;
maxAnisotropy = 0;
compareEnable = false;
compareOp = always;
minLod = 0;
maxLod = 0;
borderColor = float_transparent_black;
unnormalizedCoordinates = false;
};
glyph = {
magFilter = linear;
minFilter = linear;
mipmapMode = linear;
addressModeU = clamp_to_edge;
addressModeV = clamp_to_edge;
addressModeW = clamp_to_edge;
mipLodBias = 0;
anisotropyEnable = false;
maxAnisotropy = 0;
compareEnable = false;
compareOp = always;
minLod = 0;
maxLod = 0;
borderColor = float_transparent_black;
unnormalizedCoordinates = false;
};
palette_sampler = {
magFilter = nearest;
minFilter = nearest;
mipmapMode = nearest;
addressModeU = clamp_to_edge;
addressModeV = clamp_to_edge;
addressModeW = clamp_to_edge;
mipLodBias = 0;
anisotropyEnable = false;
maxAnisotropy = 0;
compareEnable = false;
compareOp = always;
minLod = 0;
maxLod = 4;
borderColor = float_transparent_black;
unnormalizedCoordinates = false;
};
quakebsp_sampler = {
magFilter = linear;
minFilter = linear;
mipmapMode = linear;
addressModeU = repeat;
addressModeV = repeat;
addressModeW = repeat;
mipLodBias = 0;
anisotropyEnable = false;
maxAnisotropy = 0;
compareEnable = false;
compareOp = always;
minLod = 0;
maxLod = 4;
borderColor = float_transparent_black;
unnormalizedCoordinates = false;
};
alias_sampler = {
magFilter = linear;
minFilter = linear;
mipmapMode = linear;
addressModeU = clamp_to_edge;
addressModeV = clamp_to_edge;
addressModeW = clamp_to_edge;
mipLodBias = 0;
anisotropyEnable = false;
maxAnisotropy = 0;
compareEnable = false;
compareOp = always;
minLod = 0;
maxLod = 1000;
borderColor = float_transparent_black;
unnormalizedCoordinates = false;
};
sprite_sampler = {
magFilter = linear;
minFilter = linear;
mipmapMode = linear;
addressModeU = clamp_to_edge;
addressModeV = clamp_to_edge;
addressModeW = clamp_to_edge;
mipLodBias = 0;
anisotropyEnable = false;
maxAnisotropy = 0;
compareEnable = false;
compareOp = always;
minLod = 0;
maxLod = 1000;
borderColor = float_transparent_black;
unnormalizedCoordinates = false;
};
shadow_sampler = {
magFilter = linear;
minFilter = linear;
mipmapMode = linear;
addressModeU = clamp_to_edge;
addressModeV = clamp_to_edge;
addressModeW = clamp_to_edge;
mipLodBias = 0;
anisotropyEnable = false;
maxAnisotropy = 0;
compareEnable = true;
compareOp = greater_or_equal;
minLod = 0;
maxLod = 1000;
borderColor = float_opaque_white;
unnormalizedCoordinates = false;
};
linear = {
magFilter = linear;
minFilter = linear;
mipmapMode = linear;
addressModeU = clamp_to_edge;
addressModeV = clamp_to_edge;
addressModeW = clamp_to_edge;
mipLodBias = 0;
anisotropyEnable = false;
maxAnisotropy = 0;
compareEnable = false;
compareOp = always;
minLod = 0;
maxLod = 0;
borderColor = float_transparent_black;
unnormalizedCoordinates = false;
};
};