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example renderconfig

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# Render Configuration File for Fluxions Renderer
 @DEFAULTWIDTH 1024
@DEFAULTHEIGHT 1024
 # ==== Paths ====
 path ./
path ../shaders/
path ../textures/
 # ==== Samplers =====
 sampler default2dSampler
sampler GL_TEXTURE_WRAP_S GL_REPEAT
sampler GL_TEXTURE_WRAP_T GL_REPEAT
sampler GL_TEXTURE_MIN_FILTER GL_LINEAR_MIPMAP_LINEAR
sampler GL_TEXTURE_MAG_FILTER GL_LINEAR
 sampler defaultShadowSampler
sampler GL_TEXTURE_WRAP_S GL_REPEAT
sampler GL_TEXTURE_WRAP_T GL_REPEAT
sampler GL_TEXTURE_MIN_FILTER GL_LINEAR
sampler GL_TEXTURE_MAG_FILTER GL_LINEAR
 sampler defaultCubeSampler
sampler GL_TEXTURE_WRAP_S GL_CLAMP_TO_EDGE
sampler GL_TEXTURE_WRAP_T GL_CLAMP_TO_EDGE
sampler GL_TEXTURE_WRAP_R GL_CLAMP_TO_EDGE
sampler GL_TEXTURE_MIN_FILTER GL_LINEAR_MIPMAP_LINEAR
sampler GL_TEXTURE_MAG_FILTER GL_LINEAR
 # ==== Textures ====
 texture enviroCubeTexture
texture GL_TEXTURE_CUBE_MAP
texture GL_TEXTURE_CUBE_MAP_POSITIVE_X "cube_pos_x.png"
texture GL_TEXTURE_CUBE_MAP_POSITIVE_Y "cube_pos_y.png"
texture GL_TEXTURE_CUBE_MAP_POSITIVE_Z "cube_pos_z.png"
texture GL_TEXTURE_CUBE_MAP_NEGATIVE_X "cube_neg_x.png"
texture GL_TEXTURE_CUBE_MAP_NEGATIVE_Y "cube_neg_y.png"
texture GL_TEXTURE_CUBE_MAP_NEGATIVE_Z "cube_neg_z.png"
texture GL_GENERATE_MIPMAP
 texture enviroCubeTexture2
texture GL_TEXTURE_CUBE_MAP
texture GL_TEXTURE_CUBE_MAP_POSITIVE_X "free_cube_map_positive_x.png"
texture GL_TEXTURE_CUBE_MAP_POSITIVE_Y "free_cube_map_positive_y.png"
texture GL_TEXTURE_CUBE_MAP_POSITIVE_Z "free_cube_map_positive_z.png"
texture GL_TEXTURE_CUBE_MAP_NEGATIVE_X "free_cube_map_negative_x.png"
texture GL_TEXTURE_CUBE_MAP_NEGATIVE_Y "free_cube_map_negative_y.png"
texture GL_TEXTURE_CUBE_MAP_NEGATIVE_Z "free_cube_map_negative_z.png"
texture GL_GENERATE_MIPMAP
 # ==== Render Configurations ====
 renderconfig pb_monolithic
 program DefaultSlowProgram
vertshader default_slow_es30.vert
fragshader default_slow_es30.frag
vertattrib 0 vtxPosition
vertattrib 1 vtxNormal
vertattrib 2 vtxTexCoord
vertattrib 3 vtxColor
vertattrib 4 vtxAttrib
 program DefaultFastProgram
vertshader default_fast_vs.glsl
fragshader default_fast_fs.glsl
vertattrib 0 vtxPosition
vertattrib 1 vtxNormal
vertattrib 2 vtxTexCoord
vertattrib 3 vtxColor
vertattrib 4 vtxAttrib
vertattrib 6 vtxTangent
vertattrib 7 vtxBinormal
 program DefaultZProgram
vertshader default_z_vs.glsl
fragshader default_z_fs.glsl
vertattrib 0 vtxPosition
 renderbuffer "rb_color0" GL_RGBA @DEFAULTWIDTH @DEFAULTHEIGHT
fbo "renderToTexture"
fbo attach GL_RENDERBUFFER GL_COLOR_ATTACHMENT0 rb_color0
 renderconfig sphl
 program sphl
vertshader sphl.vert
fragshader sphl.frag
vertattrib 0 aPosition
vertattrib 1 aNormal
vertattrib 2 aTexCoord
 renderconfig skybox
 program skybox
vertshader skybox.vert
fragshader skybox.frag
vertattrib 0 aPosition
vertattrib 1 aNormal
vertattrib 2 aTexCoord
 renderconfig glut
 program UnwrappedCubeMap
vertshader glut_unwrapped_cubemap.vert
fragshader glut_unwrapped_cubemap.frag
vertattrib 0 aPosition
vertattrib 1 aTexCoord
 renderconfig cube_shadow
program cube_shadow
vertshader cube_shadow_gl330.vert
geomshader cube_shadow_gl330.geom
fragshader cube_shadow_gl330.frag
vertattrib 0 aPosition
 # ==== UniformLists ====
 uniformlist defaultCamera
uniformMatrix4f cameraMatrix @CAMERAMATRIX
uniformMatrix4f shadowMatrix @SHADOWMATRIX
uniformMatrix4f sunMatrix @SUNMATRIX
 # ==== Render Commands ====

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