<?xml version="1.0" encoding="utf-8"?>

<!--
    This Compositor pipeline imitates the classic forward pipeline used before
    multi-pass rendering was introduced. It doesn't involve any FBOs and all the
    rendering happens in two passes rendering directly to the screen.

    The precision of the Z-buffer deteriorates with huge near-far spreads, so
    two passes with different depth ranges are used to avoid Z-fighting and
    other unpleasantness.
-->
<PropertyList>
  <name>low-spec</name>
  <pass n="0">
    <name>far</name>
    <type>scene</type>
    <z-near>100.0</z-near>
  </pass>
  <pass n="1">
    <name>near</name>
    <type>scene</type>
    <cull-mask>0xfff7ff</cull-mask> <!-- Cull the sky (bit 11 off) -->
    <!-- Only clear the depth buffer so color information isn't overwritten -->
    <clear-mask>depth</clear-mask>
    <z-far>100.0</z-far>
  </pass>
</PropertyList>
