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fgdata/Compositor/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="19">
<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>
<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/ALS/light.vert</vertex-shader>
<fragment-shader>Shaders/ALS/light.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/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>