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fgdata/Effects/glass.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/glass</name>
<inherits-from>Effects/model-default</inherits-from>
<parameters>
<texture n="1">
<image>Aircraft/Generic/Effects/window_frost.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<!-- placeholder for the function texture used for fogging, wiper area,...-->
<texture n="2">
<type>white</type>
</texture>
<texture n="3">
<type>cubemap</type>
<images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
</images>
</texture>
<!--<glass-tint type="vec4d" n="0"> 0.5 0.5 1.0 2.0</glass-tint>-->
<glass-tint type="vec4d" n="0"> 1.0 1.0 1.0 0.4</glass-tint>
<splash-x><use>/environment/aircraft-effects/splash-vector-x</use></splash-x>
<splash-y><use>/environment/aircraft-effects/splash-vector-y</use></splash-y>
<splash-z><use>/environment/aircraft-effects/splash-vector-z</use></splash-z>
<rnorm><use>/environment/rain-norm</use></rnorm>
<gsnorm><use>/environment/aircraft-effects/ground-splash-norm</use></gsnorm>
<frost-level><use>/environment/aircraft-effects/frost-level</use></frost-level>
<use-reflection type="int">1</use-reflection>
</parameters>
<technique n="4">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</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>
<!--<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>-->
<rendering-hint><use>rendering-hint</use></rendering-hint>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<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>
<internal-format>
<use>texture[1]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type><use>texture[2]/type</use></type>
<image><use>texture[2]/image</use></image>
<filter><use>texture[2]/filter</use></filter>
<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type><use>texture[3]/type</use></type>
<images><use>texture[3]/images</use></images>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/glass-ALS.vert</vertex-shader>
<fragment-shader>Shaders/glass-ALS.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
</program>
<uniform>
<name>tint</name>
<type>float-vec4</type>
<value><use>glass-tint</use></value>
</uniform>
<uniform>
<name>splash_x</name>
<type>float</type>
<value><use>splash-x</use></value>
</uniform>
<uniform>
<name>splash_y</name>
<type>float</type>
<value><use>splash-y</use></value>
</uniform>
<uniform>
<name>splash_z</name>
<type>float</type>
<value><use>splash-z</use></value>
</uniform>
<uniform>
<name>rain_norm</name>
<type>float</type>
<value><use>rnorm</use></value>
</uniform>
<uniform>
<name>ground_splash_norm</name>
<type>float</type>
<value><use>gsnorm</use></value>
</uniform>
<uniform>
<name>frost_level</name>
<type>float</type>
<value><use>frost-level</use></value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value><use>scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>ground_scattering</name>
<type>float</type>
<value><use>ground_scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value><use>overcast</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value><use>air_pollution</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>frost_texture</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>func_texture</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>cube_texture</name>
<type>sampler-cube</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>use_reflection</name>
<type>int</type>
<value><use>use_reflection</use></value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value><use>material/color-mode-uniform</use></value>
</uniform>
</pass>
</technique>
</PropertyList>