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A320-family/Models/Effects/displays/lcd.eff

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<!--
License: GPL v2
Author: Nikolai V. Chr.
-->
<PropertyList>
<name>Aircraft/A320-family/Models/Effects/displays/lcd</name>
<inherits-from>Effects/model-default</inherits-from>
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<parameters>
<inner-angle type="float">35</inner-angle><!-- 0-90, use 90 for LED or plasma display-->
<outer-angle type="float">60</outer-angle><!-- 0-90, but greater than inner -->
<black-angle type="float">80</black-angle><!-- 0-90, but greater than outer -->
<contrast type="float">1</contrast><!-- 0.0001 - 255, 1.0 is normal -->
<dirt-factor>0.09</dirt-factor>
<use_filters>1</use_filters>
<texture n="0">
<type>white</type>
</texture>
<texture n="1">
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
<internal-format>normalized</internal-format>
<image>Aircraft/A320-family/Models/Effects/displays/dust-effect-overlay.png</image>
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</texture>
<vertex-program-two-side type="bool">false</vertex-program-two-side>
<material>
<color-mode-uniform>1</color-mode-uniform>
</material>
<material-id>0</material-id>
<use-als><use>/sim/rendering/shaders/skydome</use></use-als>
<rendering-hint>opaque</rendering-hint>
<transparent>false</transparent>
<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<shade-model>smooth</shade-model>
<use_filtering><use>/sim/rendering/als-filters/use-filtering</use></use_filtering>
<gamma><use>/sim/rendering/als-filters/gamma</use></gamma>
<brightness><use>/sim/rendering/als-filters/brightness</use></brightness>
<delta_T><use>/environment/surface/delta-T-structure</use></delta_T>
<fact_grey><use>/sim/rendering/als-filters/grey-factor</use></fact_grey>
<fact_black><use>/sim/rendering/als-filters/black-factor</use></fact_black>
<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
<display_xsize><use>/sim/startup/xsize</use></display_xsize>
<display_ysize><use>/sim/startup/ysize</use></display_ysize>
</parameters>
<technique n="4">
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<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/model</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<emissive>
<use>material/emissive</use>
</emissive>
<shininess>
<use>material/shininess</use>
</shininess>
<color-mode>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<render-bin>
<bin-number>
<use>render-bin/bin-number</use>
</bin-number>
<bin-name>
<use>render-bin/bin-name</use>
</bin-name>
</render-bin>
<!-- Albedo texture unit-->
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<type>
<use>texture[0]/type</use>
</type>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type><use>texture[1]/type</use></type>
<image><use>texture[1]/image</use></image>
<filter><use>texture[1]/filter</use></filter>
<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader n="0">Aircraft/A320-family/Models/Effects/displays/lcd.vert</vertex-shader>
<fragment-shader n="0">Aircraft/A320-family/Models/Effects/displays/lcd.frag</fragment-shader>
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<fragment-shader n="1">Shaders/noise.frag</fragment-shader>
<fragment-shader n="2">Shaders/filters-ALS.frag</fragment-shader>
</program>
<uniform>
<name>BaseTex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>dust_texture</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>innerAngle</name>
<type>float</type>
<value>
<use>inner-angle</use>
</value>
</uniform>
<uniform>
<name>outerAngle</name>
<type>float</type>
<value>
<use>outer-angle</use>
</value>
</uniform>
<uniform>
<name>blackAngle</name>
<type>float</type>
<value>
<use>black-angle</use>
</value>
</uniform>
<uniform>
<name>use_als</name>
<type>bool</type>
<value>
<use>use-als</use>
</value>
</uniform>
<uniform>
<name>contrast</name>
<type>float</type>
<value>
<use>contrast</use>
</value>
</uniform>
<uniform>
<name>use_filters</name>
<type>bool</type>
<value>
<use>use_filters</use>
</value>
</uniform>
<uniform>
<name>dirt_factor</name>
<type>float</type>
<value><use>dirt-factor</use></value>
</uniform>
<uniform>
<name>gamma</name>
<type>float</type>
<value><use>gamma</use></value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value><use>brightness</use></value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value><use>use_filtering</use></value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value><use>use_night_vision</use></value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value><use>use_IR_vision</use></value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value><use>delta_T</use></value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value><use>fact_grey</use></value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value><use>fact_black</use></value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value><use>display_xsize</use></value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value><use>display_ysize</use></value>
</uniform>
</pass>
</technique>
</PropertyList>