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            </StageInformation>
            <StageInformation>
                <RenderMethods>
                    <Method>
                        <Name>Render Tagged Objects</Name>
                        <Index>0</Index>
                        <GraphicsProgram>
                            <VertexShader>./Engine/Shaders/Deferred_ModelAnimated/vertex.glsl</VertexShader>
                            <GeometryShader></GeometryShader>
                            <FragmentShader>./Engine/Shaders/Deferred_ModelAnimated/fragment.glsl</FragmentShader>
                            <PresetValues/>
                        </GraphicsProgram>
                    </Method>
                </RenderMethods>
                <Clear>True</Clear>
                <GraphicsPipelineStage>
                    <DefaultRenderHeight>1080</DefaultRenderHeight>
                    <DefaultRenderWidth>1920</DefaultRenderWidth>
                    <RenderHeightOption>display_height</RenderHeightOption>
                    <RenderWidthOption>display_width</RenderWidthOption>
                    <BlendEnabled>False</BlendEnabled>
                    <ColorAttachment>True</ColorAttachment>
                    <DepthAttachment>True</DepthAttachment>
                    <DepthTestEnabled>True</DepthTestEnabled>
                    <DepthWriteEnabled>True</DepthWriteEnabled>
                    <ScissorEnabled>False</ScissorEnabled>
                    <ToScreen>False</ToScreen>
                    <CameraTags>player_camera</CameraTags>
                    <ObjectTags>basic_player_attachment,animated_player_attachment,basic_model_object,animated_model_object,ambient_model_object</ObjectTags>
                    <CullMode>BACK</CullMode>
                    <Inputs/>
                    <Outputs>
                        <Output Attachment="COLOR0" textureID="101"/>
                        <Output Attachment="COLOR1" textureID="3"/>
                        <Output Attachment="DEPTH" textureID="6"/>
                    </Outputs>
                </GraphicsPipelineStage>
            </StageInformation>
            <StageInformation>
                <RenderMethods>
                    <Method>
                        <Name>Render Tagged Objects</Name>
                        <Index>0</Index>
                        <GraphicsProgram>
                            <VertexShader>./Engine/Shaders/Deferred_ModelAmbient/vertex.glsl</VertexShader>
                            <GeometryShader></GeometryShader>
                            <FragmentShader>./Engine/Shaders/Deferred_ModelAmbient/fragment.glsl</FragmentShader>
                            <PresetValues/>
                        </GraphicsProgram>
                    </Method>
                </RenderMethods>
                <Clear>False</Clear>
                <GraphicsPipelineStage>
                    <DefaultRenderHeight>1080</DefaultRenderHeight>
                    <DefaultRenderWidth>1920</DefaultRenderWidth>
                    <RenderHeightOption>display_height</RenderHeightOption>
                    <RenderWidthOption>display_width</RenderWidthOption>
                    <BlendEnabled>False</BlendEnabled>
                    <ColorAttachment>True</ColorAttachment>
                    <DepthAttachment>True</DepthAttachment>
                    <DepthTestEnabled>True</DepthTestEnabled>
                    <DepthWriteEnabled>True</DepthWriteEnabled>
                    <ScissorEnabled>False</ScissorEnabled>
                    <ToScreen>False</ToScreen>
                    <CameraTags>player_camera</CameraTags>
                    <ObjectTags>ambient_model_object</ObjectTags>
                    <CullMode>BACK</CullMode>
                    <Inputs/>
                    <Outputs>
                        <Output Attachment="COLOR0" textureID="101"/>
                        <Output Attachment="COLOR1" textureID="3"/>
                        <Output Attachment="COLOR2" textureID="102"/>
                        <Output Attachment="DEPTH" textureID="6"/>
                    </Outputs>
                </GraphicsPipelineStage>
            </StageInformation>
            <StageInformation>
                <RenderMethods>
                    <Method>
                        <Name>Render Tagged Objects</Name>
                        <Index>0</Index>
                        <GraphicsProgram>
                            <VertexShader>./Engine/Shaders/Deferred_ModelTransparentCutout/vertex.glsl</VertexShader>
                            <GeometryShader></GeometryShader>
                            <FragmentShader>./Engine/Shaders/Deferred_ModelTransparentCutout/fragment.glsl</FragmentShader>
                            <PresetValues/>
                        </GraphicsProgram>
                    </Method>
                </RenderMethods>
                <Clear>False</Clear>
                <GraphicsPipelineStage>
                    <DefaultRenderHeight>1080</DefaultRenderHeight>
                    <DefaultRenderWidth>1920</DefaultRenderWidth>
                    <RenderHeightOption>display_height</RenderHeightOption>
                    <RenderWidthOption>display_width</RenderWidthOption>
                    <BlendEnabled>False</BlendEnabled>
                    <ColorAttachment>True</ColorAttachment>
                    <DepthAttachment>True</DepthAttachment>
                    <DepthTestEnabled>True</DepthTestEnabled>
                    <DepthWriteEnabled>True</DepthWriteEnabled>
                    <ScissorEnabled>False</ScissorEnabled>
                    <ToScreen>False</ToScreen>
                    <CameraTags>player_camera</CameraTags>
                    <ObjectTags>transparent_player_attachment,transparent_model_object</ObjectTags>
                    <CullMode>BACK</CullMode>
                    <Inputs/>
                    <Outputs>
                        <Output Attachment="COLOR0" textureID="101"/>
                        <Output Attachment="COLOR1" textureID="3"/>
                        <Output Attachment="COLOR2" textureID="102"/>
                        <Output Attachment="DEPTH" textureID="6"/>
                    </Outputs>
                </GraphicsPipelineStage>
            </StageInformation>
            <StageInformation>
                <RenderMethods>
                    <Method>
                        <Name>SSAOKernelRenderMethod</Name>
                        <Index>0</Index>
                        <GraphicsProgram>
                            <VertexShader>./Engine/Shaders/SSAOGeneration/vertex.glsl</VertexShader>
                            <GeometryShader></GeometryShader>
                            <FragmentShader>./Engine/Shaders/SSAOGeneration/fragment.glsl</FragmentShader>
                                                    <PresetValues>
                                <Uniform Name="pre_depthMap">2</Uniform>
                                <Uniform Name="pre_gNormalMap">1</Uniform>
                            </PresetValues>
                        </GraphicsProgram>
                    </Method>
                </RenderMethods>
                <Clear>True</Clear>
                <GraphicsPipelineStage>
                    <DefaultRenderHeight>1080</DefaultRenderHeight>
                    <DefaultRenderWidth>1920</DefaultRenderWidth>
                    <RenderHeightOption>ssao_height</RenderHeightOption>
                    <RenderWidthOption>ssao_width</RenderWidthOption>
                    <BlendEnabled>False</BlendEnabled>
                    <ColorAttachment>True</ColorAttachment>
                    <DepthAttachment>False</DepthAttachment>
                    <DepthTestEnabled>False</DepthTestEnabled>
                    <DepthWriteEnabled>False</DepthWriteEnabled>
                    <ScissorEnabled>False</ScissorEnabled>
                    <ToScreen>False</ToScreen>
                    <CameraTags>player_camera</CameraTags>
                    <ObjectTags></ObjectTags>
                    <CullMode>BACK</CullMode>
                    <Inputs>
                        <Input Index="2" textureID="6"/>
                        <Input Index="1" textureID="101"/>
                    </Inputs>
                    <Outputs>
                        <Output Attachment="COLOR1" textureID="7"/>
                    </Outputs>
                </GraphicsPipelineStage>
            </StageInformation>
            <StageInformation>
                <RenderMethods>
                    <Method>
                        <Name>Render quad</Name>
                        <Index>0</Index>
                        <GraphicsProgram>
                            <VertexShader>./Engine/Shaders/SSAOBlur/vertex.glsl</VertexShader>
                            <GeometryShader></GeometryShader>
                            <FragmentShader>./Engine/Shaders/SSAOBlur/fragment.glsl</FragmentShader>
                                                    <PresetValues>
                                <Uniform Name="pre_ssaoResult">1</Uniform>
                                <Uniform Name="pre_depthMap">2</Uniform>
                            </PresetValues>
                        </GraphicsProgram>
                    </Method>
                </RenderMethods>
                <Clear>True</Clear>
                <GraphicsPipelineStage>
                    <DefaultRenderHeight>1080</DefaultRenderHeight>
                    <DefaultRenderWidth>1920</DefaultRenderWidth>
                    <RenderHeightOption>ssao_height</RenderHeightOption>
                    <RenderWidthOption>ssao_width</RenderWidthOption>
                    <BlendEnabled>False</BlendEnabled>
                    <ColorAttachment>True</ColorAttachment>
                    <DepthAttachment>False</DepthAttachment>
                    <DepthTestEnabled>False</DepthTestEnabled>
                    <DepthWriteEnabled>False</DepthWriteEnabled>
                    <ScissorEnabled>False</ScissorEnabled>
                    <ToScreen>False</ToScreen>
                    <CameraTags>player_camera</CameraTags>
                    <ObjectTags></ObjectTags>
                    <CullMode>BACK</CullMode>
                    <Inputs>
                        <Input Index="1" textureID="7"/>
                        <Input Index="2" textureID="6"/>
                    </Inputs>
                    <Outputs>
                        <Output Attachment="COLOR1" textureID="9"/>
                    </Outputs>
                </GraphicsPipelineStage>
            </StageInformation>
            <StageInformation>
                <RenderMethods>
                    <Method>
                        <Name>Render quad</Name>
                        <Index>0</Index>
                        <GraphicsProgram>
                            <VertexShader>./Engine/Shaders/Deferred_LightingCombine/vertex.glsl</VertexShader>
                            <GeometryShader></GeometryShader>
                            <FragmentShader>./Engine/Shaders/Deferred_LightingCombine/fragment.glsl</FragmentShader>
                                                    <PresetValues>
                                <Uniform Name="pre_gNormalMap">1</Uniform>
                                <Uniform Name="pre_gAlbedoSpecMap">2</Uniform>
                                <Uniform Name="pre_gAmbientMap">3</Uniform>
                                <Uniform Name="pre_ssao">4</Uniform>
                                <Uniform Name="pre_shadowDirectional">5</Uniform>
                                <Uniform Name="pre_shadowPoint">6</Uniform>
                                <Uniform Name="pre_depthMap">7</Uniform>
                            </PresetValues>
                        </GraphicsProgram>
                    </Method>
                </RenderMethods>
                <Clear>True</Clear>
                <GraphicsPipelineStage>
                    <DefaultRenderHeight>1080</DefaultRenderHeight>
                    <DefaultRenderWidth>1920</DefaultRenderWidth>
                    <RenderHeightOption>display_height</RenderHeightOption>
                    <RenderWidthOption>display_width</RenderWidthOption>
                    <BlendEnabled>False</BlendEnabled>
                    <ColorAttachment>True</ColorAttachment>
                    <DepthAttachment>True</DepthAttachment>
                    <DepthTestEnabled>True</DepthTestEnabled>
                    <DepthWriteEnabled>True</DepthWriteEnabled>
                    <ScissorEnabled>False</ScissorEnabled>
                    <ToScreen>True</ToScreen>
                    <CameraTags>player_camera</CameraTags>
                    <ObjectTags>someObject</ObjectTags>
                    <CullMode>BACK</CullMode>
                    <Inputs>
                        <Input Index="1" textureID="101"/>
                        <Input Index="2" textureID="3"/>
                        <Input Index="3" textureID="102"/>
                        <Input Index="4" textureID="9"/>
                        <Input Index="5" textureID="1"/>
                        <Input Index="6" textureID="2"/>
                        <Input Index="7" textureID="6"/>
                    </Inputs>
                    <Outputs/>
                </GraphicsPipelineStage>
            </StageInformation>
            <StageInformation>
                <RenderMethods>
                    <Method>
                        <Name>Render Sky</Name>
                        <Index>0</Index>
                        <GraphicsProgram>
                            <VertexShader>./Engine/Shaders/SkyCube/vertex.glsl</VertexShader>
                            <GeometryShader></GeometryShader>
                            <FragmentShader>./Engine/Shaders/SkyCube/fragment.glsl</FragmentShader>
                                                </GraphicsProgram>
                    </Method>
                </RenderMethods>
                <Clear>False</Clear>
                <GraphicsPipelineStage>
                    <DefaultRenderHeight>1080</DefaultRenderHeight>
                    <DefaultRenderWidth>1920</DefaultRenderWidth>
                    <RenderHeightOption>display_height</RenderHeightOption>
                    <RenderWidthOption>display_width</RenderWidthOption>
                    <BlendEnabled>False</BlendEnabled>
                    <ColorAttachment>True</ColorAttachment>
                    <DepthAttachment>True</DepthAttachment>
                    <DepthTestEnabled>True</DepthTestEnabled>
                    <DepthWriteEnabled>True</DepthWriteEnabled>
                    <ScissorEnabled>False</ScissorEnabled>
                    <ToScreen>True</ToScreen>
                    <CameraTags>player_camera</CameraTags>
                    <ObjectTags></ObjectTags>
                    <CullMode>BACK</CullMode>
                    <Inputs/>
                    <Outputs/>
                </GraphicsPipelineStage>
            </StageInformation>
            <StageInformation>
                <RenderMethods>
                    <Method>
                        <Name>Render Tagged Objects</Name>
                        <Index>0</Index>
                        <GraphicsProgram>
                            <VertexShader>./Engine/Shaders/ModelTransparent/vertex.glsl</VertexShader>
                            <GeometryShader></GeometryShader>
                            <FragmentShader>./Engine/Shaders/ModelTransparent/fragment.glsl</FragmentShader>
                                                    <PresetValues>
                                <Uniform Name="pre_shadowPoint">30</Uniform>
                                <Uniform Name="pre_shadowDirectional">31</Uniform>
                            </PresetValues>
                        </GraphicsProgram>
                    </Method>
                </RenderMethods>
                <Clear>False</Clear>
                <GraphicsPipelineStage>
                    <DefaultRenderHeight>1080</DefaultRenderHeight>
                    <DefaultRenderWidth>1920</DefaultRenderWidth>
                    <RenderHeightOption>display_height</RenderHeightOption>
                    <RenderWidthOption>display_width</RenderWidthOption>
                    <BlendEnabled>True</BlendEnabled>
                    <ColorAttachment>True</ColorAttachment>
                    <DepthAttachment>True</DepthAttachment>
                    <DepthTestEnabled>True</DepthTestEnabled>
                    <DepthWriteEnabled>False</DepthWriteEnabled>
                    <ScissorEnabled>False</ScissorEnabled>
                    <ToScreen>True</ToScreen>
                    <CameraTags>player_camera</CameraTags>
                    <ObjectTags>transparent_player_attachment,transparent_model_object</ObjectTags>
                    <CullMode>BACK</CullMode>
                    <Inputs>
                        <Input Index="30" textureID="2"/>
                        <Input Index="31" textureID="1"/>
                    </Inputs>
                    <Outputs/>
                </GraphicsPipelineStage>
            </StageInformation>
            <StageInformation>
                <RenderMethods>
                    <Method>
                        <Name>Render GPU Particle Emitters</Name>
                        <Index>1</Index>
                        <GraphicsProgram>
                            <VertexShader>./Engine/Shaders/GPUParticles/vertex.glsl</VertexShader>
                            <GeometryShader></GeometryShader>
                            <FragmentShader>./Engine/Shaders/GPUParticles/fragment.glsl</FragmentShader>
                                                </GraphicsProgram>
                    </Method>
                    <Method>
                        <Name>Render Particle Emitters</Name>
                        <Index>0</Index>
                        <GraphicsProgram>
                            <VertexShader>./Engine/Shaders/Particles/vertex.glsl</VertexShader>
                            <GeometryShader></GeometryShader>
                            <FragmentShader>./Engine/Shaders/Particles/fragment.glsl</FragmentShader>
                                                </GraphicsProgram>
                    </Method>
                </RenderMethods>
                <Clear>False</Clear>
                <GraphicsPipelineStage>
                    <DefaultRenderHeight>1080</DefaultRenderHeight>
                    <DefaultRenderWidth>1920</DefaultRenderWidth>
                    <RenderHeightOption>display_height</RenderHeightOption>
                    <RenderWidthOption>display_width</RenderWidthOption>
                    <BlendEnabled>True</BlendEnabled>
                    <ColorAttachment>True</ColorAttachment>
                    <DepthAttachment>True</DepthAttachment>
                    <DepthTestEnabled>True</DepthTestEnabled>
                    <DepthWriteEnabled>False</DepthWriteEnabled>
                    <ScissorEnabled>False</ScissorEnabled>
                    <ToScreen>True</ToScreen>
                    <CameraTags></CameraTags>
                    <ObjectTags></ObjectTags>
                    <CullMode>NO_CHANGE</CullMode>
                    <Inputs/>
                    <Outputs/>
                </GraphicsPipelineStage>
            </StageInformation>
            <StageInformation>
                <RenderMethods>
                    <Method>
                        <Name>Render Editor</Name>
                        <Index>0</Index>
                        <GraphicsProgram>
                            <VertexShader>./Engine/Shaders/ImGui/vertex.glsl</VertexShader>
                            <GeometryShader></GeometryShader>
                            <FragmentShader>./Engine/Shaders/ImGui/fragment.glsl</FragmentShader>
                                                </GraphicsProgram>
                    </Method>
                </RenderMethods>
                <Clear>False</Clear>
                <GraphicsPipelineStage>
                    <DefaultRenderHeight>1080</DefaultRenderHeight>
                    <DefaultRenderWidth>1920</DefaultRenderWidth>
                    <RenderHeightOption>display_height</RenderHeightOption>
                    <RenderWidthOption>display_width</RenderWidthOption>
                    <BlendEnabled>True</BlendEnabled>
                    <FramebufferSRGBEnabled>False</FramebufferSRGBEnabled>
                    <ColorAttachment>True</ColorAttachment>
                    <DepthAttachment>True</DepthAttachment>
                    <DepthTestEnabled>True</DepthTestEnabled>
                    <DepthWriteEnabled>True</DepthWriteEnabled>
                    <ScissorEnabled>True</ScissorEnabled>
                    <ToScreen>True</ToScreen>
                    <CameraTags>player_camera</CameraTags>
                    <ObjectTags></ObjectTags>
                    <CullMode>NONE</CullMode>
                    <Inputs/>
                    <Outputs/>
                </GraphicsPipelineStage>
            </StageInformation>
            <StageInformation>
                <RenderMethods>
                    <Method>
                        <Name>Render GUI Images</Name>
                        <Index>0</Index>
                        <GraphicsProgram>
                            <VertexShader>./Engine/Shaders/GUIImage/vertex.glsl</VertexShader>
                            <GeometryShader></GeometryShader>
                            <FragmentShader>./Engine/Shaders/GUIImage/fragment.glsl</FragmentShader>
                                                </GraphicsProgram>
                    </Method>
                    <Method>
                        <Name>Render GUI Texts</Name>
                        <Index>1</Index>
                        <GraphicsProgram>
                            <VertexShader>./Engine/Shaders/GUIText/vertex.glsl</VertexShader>
                            <GeometryShader></GeometryShader>
                            <FragmentShader>./Engine/Shaders/GUIText/fragment.glsl</FragmentShader>
                                                </GraphicsProgram>
                    </Method>
                    <Method>
                        <Name>Render Debug Information</Name>
                        <Index>2</Index>
                        <GraphicsProgram>
                            <VertexShader>./Engine/Shaders/Lines/vertex.glsl</VertexShader>
                            <GeometryShader></GeometryShader>
                            <FragmentShader>./Engine/Shaders/Lines/fragment.glsl</FragmentShader>
                                                </GraphicsProgram>
                    </Method>
                </RenderMethods>
                <Clear>False</Clear>
                <GraphicsPipelineStage>
                    <DefaultRenderHeight>1080</DefaultRenderHeight>
                    <DefaultRenderWidth>1920</DefaultRenderWidth>
                    <RenderHeightOption>display_height</RenderHeightOption>
                    <RenderWidthOption>display_width</RenderWidthOption>
                    <BlendEnabled>True</BlendEnabled>
                    <FramebufferSRGBEnabled>False</FramebufferSRGBEnabled>
                    <ColorAttachment>True</ColorAttachment>
                    <DepthAttachment>True</DepthAttachment>
                    <DepthTestEnabled>True</DepthTestEnabled>
                    <DepthWriteEnabled>True</DepthWriteEnabled>
                    <ScissorEnabled>False</ScissorEnabled>
                    <ToScreen>True</ToScreen>
                    <CameraTags>player_camera</CameraTags>
                    <ObjectTags></ObjectTags>
                    <CullMode>NO_CHANGE</CullMode>
                    <Inputs/>
                    <Outputs/>
                </GraphicsPipelineStage>
            </StageInformation>
        </Stages>
    </GraphicsPipeline>
</RenderPipeline>