<!-- License: GPL v2 Author: Nikolai V. Chr. --> <PropertyList> <name>Aircraft/A320-family/Models/Effects/displays/lcd</name> <inherits-from>Effects/model-default</inherits-from> <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> </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"> <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> <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>