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