<?xml version="1.0" encoding="utf-8" ?>
<post_processor>
	<filters>
		<filter name="identity">
			<render_template name="identity"/>
		</filter>					
	</filters>
	
	<materials>
		<material name="post_dome_occ">
			<variable name="dome_occ_settings" type="vector3" value="0 3000 0"/> <!-- start end amount -->
			<variable name="dome_occ_pos" type="vector3" value="0 0 -900"/> <!-- start end amount -->
			<variable name="dome_occ_size" type="vector3" value="15000 15000 0"/> <!-- start end amount -->
		</material>
		<material name="post_AOB">
			<variable name="end_amount_fade" type="vector3" value="10000 1 0.35"/> <!-- start end amount -->
		</material>
		<material name="post_DOF">
			<variable name="near_plane" type="vector3" value="0 30 1"/> <!-- start end amount -->
			<variable name="far_plane" type="vector3" value="2000 3000 1"/> <!-- start end amount -->
			<variable name="settings" type="vector3" value="1 0 0"/> <!-- supression(inverted) megablur nothing -->
		</material>
		<material name="post_lens">
			<filter_color_texture file="core/textures/lens_dirt"/>
		</material>
	</materials>
	
	<render_targets>
	</render_targets>
	
<!-- Light generation -->
	<effect name="depth_project">
		<texture_filter src="temp" dst="back_buffer" filter="identity"/>
	</effect>
	
	<effect name="depth_project_empty">
	</effect>	
	
	<effect name="render_dome_occ">
		<combiner diffuse_texture="back_buffer" dst="back_buffer" render_template="post_dome_occ" material="post_dome_occ" scriptable="post_dome_occ"/>
		<combiner diffuse_texture="back_buffer" dst="low_target_1" render_template="post_dome_occ_process"/>
		<combiner diffuse_texture="back_buffer" self_illumination_texture="low_target_1" dst="back_buffer" render_template="post_dome_occ_process_bake"/>
	</effect>
	
	<effect name="empty">
	</effect>
	
	<effect name="default">
	
	<!-- DOF, bloom,streaks,glare composite -->
		<!-- <combiner diffuse_texture="back_buffer" self_illumination_texture="low_target_1" filter_color_texture="low_target_2" dst="back_buffer" render_template="post_DOF" material="post_DOF"/> -->
			<!-- TODO : Add the color cube buffer to the DOF thing, and we can do the curving in that shader too, the bigger the better for rendeing bandwith -->
		
		<!-- <texture_filter src="testing" dst="back_buffer" filter="identity"/> -->
		
		<!-- <texture_filter src="low_target_1" dst="back_buffer" filter="identity" render_template="debug_visualization:ALPHA_MASK"/> -->
		
 	</effect>

 	<effect name="render_camera_screen">
 		<texture_filter src="high_target_1" dst="back_buffer" filter="identity"/>
 	</effect> 	
</post_processor>
