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fgdata/Effects/building.eff

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2012-04-28 21:51:05 +00:00
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/building</name>
<inherits-from>Effects/model-combined</inherits-from>
<parameters>
<texture n="0">
<type>2d</type>
<image>Textures/buildings.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>clamp</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<!-- Normal Map -->
<normalmap-enabled type="int"> 1 </normalmap-enabled>
<normalmap-dds type="int"> 0 </normalmap-dds>
<normalmap-tiling type="float"> 1.0 </normalmap-tiling>
<texture n="2">
<image>Textures/buildings-normalmap_orig.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>clamp</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<!-- Light Map -->
<texture n="3">
<image>Textures/buildings-lightmap.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<lightmap-enabled type="int"> 1 </lightmap-enabled>
<lightmap-multi type="int"> 0 </lightmap-multi>
<lightmap-factor type="float" n="0">
<use>/sim/time/sun-angle-rad</use>
</lightmap-factor>
<lightmap-color type="vec3d" n="0"> 0.3 0.3 0.3 </lightmap-color>
<!-- Reflection -->
<reflection-enabled type="int"> 1 </reflection-enabled>
<reflect-map-enabled type="int"> 1 </reflect-map-enabled>
<reflection-correction type="float"> -0.15 </reflection-correction>
<reflection-dynamic type="int"> 0 </reflection-dynamic>
<reflection-fresnel type="float"> 0.0 </reflection-fresnel>
<reflection-rainbow type="float"> 0.0 </reflection-rainbow>
<reflection-noise type="float"> 0.0 </reflection-noise>
<texture n= "5" >
<type>cubemap</type>
<images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/buildings/N.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/buildings/S.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/buildings/W.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/buildings/E.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/buildings/U.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/buildings/D.png</negative-z>
</images>
</texture>
<texture n="6">
<!-- instance information from shader -->
<type>2d</type>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture>
<!-- Add the following line to enable snow: -->
<snow-enabled>1</snow-enabled>
<!--Ambient correction -->
<ambient-correction type="float"> 0.0 </ambient-correction>
<material>
<active>true</active>
<color-mode-uniform>1</color-mode-uniform>
<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
<shininess>0.1</shininess>
<color-mode>ambient-and-diffuse</color-mode>
<color-mode-uniform>ambient-and-diffuse</color-mode-uniform>
<!-- DIFFUSE -->
</material>
<material-id>0</material-id>
<blend>
<active>0</active>
<source>0</source>
<destination>0</destination>
</blend>
<shade-model>flat</shade-model>
<cull-face>back</cull-face>
<building-flag type="int">1</building-flag>
<!-- PBR -->
<pbr-metallic type="float">0.0</pbr-metallic>
<pbr-roughness type="float">1.0</pbr-roughness>
</parameters>
<technique n="4">
<!-- Atmospheric scattering technique with model shader-->
<pass>
<texture-unit n="4">
<unit>4</unit>
<image>
<use>texture[3]/image</use>
</image>
<type>
<use>texture[3]/type</use>
</type>
<filter>
<use>texture[3]/filter</use>
</filter>
<wrap-s>
<use>texture[3]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[3]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/building-model-ALS-ultra.vert</vertex-shader>
<attribute>
<name>instancePosition</name>
<index>6</index>
</attribute>
<attribute>
<name>instanceScale</name>
<index>7</index>
</attribute>
<attribute>
<name>attrib1</name>
<index>10</index>
</attribute>
<attribute>
<name>attrib2</name>
<index>11</index>
</attribute>
</program>
</pass>
</technique>
<technique n="5">
<!-- Base Atmospheric scattering technique -->
<pass>
<program>
<vertex-shader n="0">Shaders/building-ALS.vert</vertex-shader>
<attribute>
<name>instancePosition</name>
<index>6</index>
</attribute>
<attribute>
<name>instanceScale</name>
<index>7</index>
</attribute>
<attribute>
<name>attrib1</name>
<index>10</index>
</attribute>
<attribute>
<name>attrib2</name>
<index>11</index>
</attribute>
</program>
</pass>
</technique>
<technique n="11">
<pass>
<program n="0">
<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>
<attribute>
<name>instancePosition</name>
<index>6</index>
</attribute>
<attribute>
<name>instanceScale</name>
<index>7</index>
</attribute>
<attribute>
<name>attrib1</name>
<index>10</index>
</attribute>
<attribute>
<name>attrib2</name>
<index>11</index>
</attribute>
</program>
</pass>
</technique>
<!-- HDR deferred pass -->
<!-- Overwrite the corresponding model-combined technique -->
<technique n="108">
<pass>
<program>
<vertex-shader n="0">Shaders/HDR/model_building.vert</vertex-shader>
<attribute>
<name>instancePosition</name>
<index>6</index>
</attribute>
<attribute>
<name>instanceScale</name>
<index>7</index>
</attribute>
<attribute>
<name>attrib1</name>
<index>10</index>
</attribute>
<attribute>
<name>attrib2</name>
<index>11</index>
</attribute>
</program>
</pass>
</technique>
</PropertyList>