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fgdata/Compositor/Effects/hud.eff

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<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/hud</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">
<image>Aircraft/Generic/Effects/hud-glass.rgb</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>
<!-- texture for reflections in the glass -->
<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>
<!-- placeholder lightmap texture for reflections in the glass -->
<texture n="4">
<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"> 0.95 1.0 0.95 1.0</glass-tint>
<overlay-color type="vec3d" n="0"> 0.8 1.0 0.9</overlay-color>
<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>
<surface-mapping-scheme type="int">0</surface-mapping-scheme>
<fog-level>
<use>/environment/aircraft-effects/fog-level</use>
</fog-level>
<use-wipers>
<use>/environment/aircraft-effects/use-wipers</use>
</use-wipers>
<use-overlay>1</use-overlay>
<overlay-alpha type="float">0.35</overlay-alpha>
<overlay-glare type="float">0.4</overlay-glare>
<use-reflection type="int">0</use-reflection>
<reflection-strength type="float">1.0</reflection-strength>
<use-mask type="int">1</use-mask>
<use-reflection-lightmap type="int">0</use-reflection-lightmap>
<lightmap-multi type="int">0</lightmap-multi>
<lightmap-factor type="float" n="0">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="1">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="2">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="3">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
<sample-res>0.0006</sample-res>
<sample-far>2.5</sample-far>
<hud-brightness>1.0</hud-brightness>
</parameters>
<!-- fall back to a fixed pipeline technique equivalent to model-transparent otherwise -->
<!-- Rembrandt technique of model-default comes at 10, so we insert before that -->
<technique n="7">
<pass>
<lighting>true</lighting>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<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>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<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>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
</pass>
</technique>
<technique n="18">
<scheme>als-lighting</scheme>
<predicate>
<and>
<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>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<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>
<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>
<texture-unit>
<unit>4</unit>
<type>
<use>texture[4]/type</use>
</type>
<images>
<use>texture[4]/images</use>
</images>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/hud.vert</vertex-shader>
<fragment-shader>Shaders/ALS/hud.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<uniform>
<name>tint</name>
<type>float-vec4</type>
<value>
<use>glass-tint</use>
</value>
</uniform>
<uniform>
<name>overlay_color</name>
<type>float-vec3</type>
<value>
<use>overlay-color</use>
</value>
</uniform>
<uniform>
<name>lightmap_r_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[0]</use>
</value>
</uniform>
<uniform>
<name>lightmap_r_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[0]</use>
</value>
</uniform>
<uniform>
<name>lightmap_g_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[1]</use>
</value>
</uniform>
<uniform>
<name>lightmap_g_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[1]</use>
</value>
</uniform>
<uniform>
<name>lightmap_b_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[2]</use>
</value>
</uniform>
<uniform>
<name>lightmap_b_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[2]</use>
</value>
</uniform>
<uniform>
<name>lightmap_a_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[3]</use>
</value>
</uniform>
<uniform>
<name>lightmap_a_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[3]</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>fog_level</name>
<type>float</type>
<value>
<use>fog-level</use>
</value>
</uniform>
<uniform>
<name>sample_res</name>
<type>float</type>
<value>
<use>sample-res</use>
</value>
</uniform>
<uniform>
<name>sample_far</name>
<type>float</type>
<value>
<use>sample-far</use>
</value>
</uniform>
<uniform>
<name>hud_brightness</name>
<type>float</type>
<value>
<use>hud-brightness</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>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>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>reflection_strength</name>
<type>float</type>
<value>
<use>reflection-strength</use>
</value>
</uniform>
<uniform>
<name>overlay_alpha</name>
<type>float</type>
<value>
<use>overlay-alpha</use>
</value>
</uniform>
<uniform>
<name>overlay_glare</name>
<type>float</type>
<value>
<use>overlay-glare</use>
</value>
</uniform>
<!-- filtering -->
<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>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>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</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>
<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>cube_light_texture</name>
<type>sampler-cube</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>use_reflection</name>
<type>int</type>
<value>
<use>use-reflection</use>
</value>
</uniform>
<uniform>
<name>use_mask</name>
<type>int</type>
<value>
<use>use-mask</use>
</value>
</uniform>
<uniform>
<name>use_wipers</name>
<type>int</type>
<value>
<use>use-wipers</use>
</value>
</uniform>
<uniform>
<name>use_overlay</name>
<type>int</type>
<value>
<use>use-overlay</use>
</value>
</uniform>
<uniform>
<name>use_reflection_lightmap</name>
<type>int</type>
<value>
<use>use-reflection-lightmap</use>
</value>
</uniform>
<uniform>
<name>lightmap_multi</name>
<type>int</type>
<value>
<use>lightmap-multi</use>
</value>
</uniform>
<uniform>
<name>adaptive_mapping</name>
<type>int</type>
<value>
<use>surface-mapping-scheme</use>
</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>