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fgdata/Effects/skydome.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/skydome</name>
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<parameters>
<mie><use>/sim/rendering/mie</use></mie>
<rayleigh><use>/sim/rendering/rayleigh</use></rayleigh>
<density><use>/sim/rendering/dome-density</use></density>
<overcast><use>/rendering/scene/overcast</use></overcast>
<saturation><use>/rendering/scene/saturation</use></saturation>
<scattering><use>/rendering/scene/scattering</use></scattering>
<visibility><use>/environment/ground-visibility-m</use></visibility>
<avisibility><use>/environment/visibility-m</use></avisibility>
<ice_hex_col><use>/environment/scattering-phenomena/ice-hexagonal-column-factor</use></ice_hex_col>
<ice_hex_sheet><use>/environment/scattering-phenomena/ice-hexagonal-sheet-factor</use></ice_hex_sheet>
<parhelic><use>/environment/scattering-phenomena/parhelic-factor</use></parhelic>
<aurora_strength><use>/environment/aurora/strength</use></aurora_strength>
<aurora_vsize><use>/environment/aurora/vsize</use></aurora_vsize>
<aurora_hsize><use>/environment/aurora/hsize</use></aurora_hsize>
<aurora_ray_factor><use>/environment/aurora/ray-factor</use></aurora_ray_factor>
<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
<terminator><use>/environment/terminator-relative-position-m</use></terminator>
<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
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<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
<horizon_roughness><use>/local-weather/config/small-scale-persistence</use></horizon_roughness>
<display_xsize><use>/sim/startup/xsize</use></display_xsize>
<display_ysize><use>/sim/startup/ysize</use></display_ysize>
<view_pitch_offset><use>/sim/current-view/pitch-offset-deg</use></view_pitch_offset>
<view_heading_offset><use>/sim/current-view/heading-offset-deg</use></view_heading_offset>
<view_fov><use>/sim/current-view/field-of-view</use></view_fov>
<use_searchlight><use>/sim/rendering/als-secondary-lights/use-searchlight</use></use_searchlight>
<use_landing_light><use>/sim/rendering/als-secondary-lights/use-landing-light</use></use_landing_light>
<use_alt_landing_light><use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use></use_alt_landing_light>
<landing_light1_offset><use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use></landing_light1_offset>
<landing_light2_offset><use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use></landing_light2_offset>
<landing_light3_offset><use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use></landing_light3_offset>
<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>
<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>
<delta_T>-50.0</delta_T>
<air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
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</parameters>
<technique n="8">
<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>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<program>
<vertex-shader>Shaders/skydome-ALS.vert</vertex-shader>
<fragment-shader>Shaders/skydome-ALS.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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</program>
<uniform>
<name>mK</name>
<type>float</type>
<value><use>mie</use></value>
</uniform>
<uniform>
<name>rK</name>
<type>float</type>
<value><use>rayleigh</use></value>
</uniform>
<uniform>
<name>density</name>
<type>float</type>
<value><use>density</use></value>
</uniform>
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<uniform>
<name>overcast</name>
<type>float</type>
<value><use>overcast</use></value>
</uniform>
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<uniform>
<name>saturation</name>
<type>float</type>
<value><use>saturation</use></value>
</uniform>
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<uniform>
<name>scattering</name>
<type>float</type>
<value><use>scattering</use></value>
</uniform>
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<uniform>
<name>visibility</name>
<type>float</type>
<value><use>visibility</use></value>
</uniform>
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<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value><use>lthickness</use></value>
</uniform>
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<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
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<uniform>
<name>avisibility</name>
<type>float</type>
<value><use>avisibility</use></value>
</uniform>
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<uniform>
<name>terrain_alt</name>
<type>float</type>
<value><use>terrain_alt</use></value>
</uniform>
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<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
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</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value><use>air_pollution</use></value>
</uniform>
<uniform>
<name>ice_hex_col</name>
<type>float</type>
<value><use>ice_hex_col</use></value>
</uniform>
<uniform>
<name>parhelic</name>
<type>float</type>
<value><use>parhelic</use></value>
</uniform>
<uniform>
<name>ice_hex_sheet</name>
<type>float</type>
<value><use>ice_hex_sheet</use></value>
</uniform>
<uniform>
<name>aurora_strength</name>
<type>float</type>
<value><use>aurora_strength</use></value>
</uniform>
<uniform>
<name>aurora_vsize</name>
<type>float</type>
<value><use>aurora_vsize</use></value>
</uniform>
<uniform>
<name>aurora_hsize</name>
<type>float</type>
<value><use>aurora_hsize</use></value>
</uniform>
<uniform>
<name>aurora_ray_factor</name>
<type>float</type>
<value><use>aurora_ray_factor</use></value>
</uniform>
<uniform>
<name>horizon_roughness</name>
<type>float</type>
<value><use>horizon_roughness</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>delta_T</name>
<type>float</type>
<value><use>delta_T</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>view_pitch_offset</name>
<type>float</type>
<value><use>view_pitch_offset</use></value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value><use>view_heading_offset</use></value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value><use>view_fov</use></value>
</uniform>
<uniform>
<name>landing_light1_offset</name>
<type>float</type>
<value><use>landing_light1_offset</use></value>
</uniform>
<uniform>
<name>landing_light2_offset</name>
<type>float</type>
<value><use>landing_light2_offset</use></value>
</uniform>
<uniform>
<name>landing_light3_offset</name>
<type>float</type>
<value><use>landing_light3_offset</use></value>
</uniform>
<uniform>
<name>use_searchlight</name>
<type>int</type>
<value> <use>use_searchlight</use></value>
</uniform>
<uniform>
<name>use_landing_light</name>
<type>int</type>
<value> <use>use_landing_light</use></value>
</uniform>
<uniform>
<name>use_alt_landing_light</name>
<type>int</type>
<value> <use>use_alt_landing_light</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>
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</pass>
</technique>
<!-- fall back without shaders -->
<technique n="11">
<pass>
<lighting>false</lighting>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
</pass>
</technique>
</PropertyList>