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fgdata/Effects/procedural-light.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/procedural-light</name>
<parameters>
<texture n="0">
<type>white</type>
</texture>
<light_color_base_r type="float">1.0</light_color_base_r>
<light_color_base_g type="float">0.0</light_color_base_g>
<light_color_base_b type="float">0.0</light_color_base_b>
<light_color_center_r type="float">1.0</light_color_center_r>
<light_color_center_g type="float">1.0</light_color_center_g>
<light_color_center_b type="float">1.0</light_color_center_b>
<intensity_scale type="float">1.0</intensity_scale>
<pointing_x type="float">-1.0</pointing_x>
<pointing_y type="float">0.0</pointing_y>
<pointing_z type="float">0.0</pointing_z>
<is_directional type="bool">false</is_directional>
<is_strobe type="bool">false</is_strobe>
<inner_angle type="float">0.2</inner_angle>
<outer_angle type="float">0.4</outer_angle>
<zero_angle type="float">0.7</zero_angle>
<outer_gain type="float">0.5</outer_gain>
<visibility><use>/environment/ground-visibility-m</use></visibility>
<avisibility><use>/environment/visibility-m</use></avisibility>
<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
<terminator><use>/environment/terminator-relative-position-m</use></terminator>
</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>
<rendering-hint><use>rendering-hint</use></rendering-hint>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<active><use>texture[0]/active</use></active>
<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>
<depth>
<write-mask>false</write-mask>
</depth>
<vertex-program-two-side>false</vertex-program-two-side>
<program>
<vertex-shader>Shaders/light-ALS.vert</vertex-shader>
<fragment-shader>Shaders/light-ALS.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/hazes.frag</fragment-shader>
</program>
<uniform>
<name>light_color_base_r</name>
<type>float</type>
<value><use>light_color_base_r</use></value>
</uniform>
<uniform>
<name>light_color_base_g</name>
<type>float</type>
<value><use>light_color_base_g</use></value>
</uniform>
<uniform>
<name>light_color_base_b</name>
<type>float</type>
<value><use>light_color_base_b</use></value>
</uniform>
<uniform>
<name>light_color_center_r</name>
<type>float</type>
<value><use>light_color_center_r</use></value>
</uniform>
<uniform>
<name>light_color_center_g</name>
<type>float</type>
<value><use>light_color_center_g</use></value>
</uniform>
<uniform>
<name>light_color_center_b</name>
<type>float</type>
<value><use>light_color_center_b</use></value>
</uniform>
<uniform>
<name>intensity_scale</name>
<type>float</type>
<value><use>intensity_scale</use></value>
</uniform>
<uniform>
<name>pointing_x</name>
<type>float</type>
<value><use>pointing_x</use></value>
</uniform>
<uniform>
<name>pointing_y</name>
<type>float</type>
<value><use>pointing_y</use></value>
</uniform>
<uniform>
<name>pointing_z</name>
<type>float</type>
<value><use>pointing_z</use></value>
</uniform>
<uniform>
<name>inner_angle</name>
<type>float</type>
<value><use>inner_angle</use></value>
</uniform>
<uniform>
<name>outer_angle</name>
<type>float</type>
<value><use>outer_angle</use></value>
</uniform>
<uniform>
<name>zero_angle</name>
<type>float</type>
<value><use>zero_angle</use></value>
</uniform>
<uniform>
<name>outer_gain</name>
<type>float</type>
<value><use>outer_gain</use></value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value><use>visibility</use></value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value><use>avisibility</use></value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value><use>lthickness</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>is_directional</name>
<type>bool</type>
<value><use>is_directional</use></value>
</uniform>
<uniform>
<name>is_strobe</name>
<type>bool</type>
<value><use>is_strobe</use></value>
</uniform>
</pass>
</technique>
</PropertyList>