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fgdata/Effects/cloud.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
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<name>Effects/cloud</name>
<parameters>
<texture n ="0">
</texture>
<range>
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<use>/sim/rendering/clouds3d-vis-range</use>
</range>
</parameters>
<technique n="10">
<predicate>
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<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>10</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image><use>texture[0]/image</use></image>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture-unit>
<program>
<vertex-shader>Shaders/3dcloud.vert</vertex-shader>
<fragment-shader>Shaders/3dcloud.frag</fragment-shader>
<attribute>
<name>usrAttr1</name>
<index>10</index>
</attribute>
<attribute>
<name>usrAttr2</name>
<index>11</index>
</attribute>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>range</name>
<type>float</type>
<value><use>range</use></value>
</uniform>
<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>
</PropertyList>