2011-11-27 23:24:12 +00:00
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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2011-12-01 21:44:10 +00:00
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<name>Effects/runway</name>
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<inherits-from>Effects/terrain-default</inherits-from>
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<parameters>
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<texture n="4">
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2012-02-23 21:56:28 +00:00
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<image>Textures/Runway/rwy-normalmap.png</image>
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2011-12-01 21:44:10 +00:00
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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2011-11-27 23:24:12 +00:00
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<texture n="5">
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<type>cubemap</type>
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<!-- use this form for a cube cross -->
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<!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->
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2012-02-23 21:56:28 +00:00
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<!-- use this form for a 6 image cube map -->
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2011-12-10 09:43:29 +00:00
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
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</images>
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2011-11-27 23:24:12 +00:00
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2011-12-01 21:44:10 +00:00
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</texture>
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<texture n="6">
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<image>Aircraft/Generic/Effects/Rainbow.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="7">
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<image>Aircraft/Generic/Effects/FresnelLookUp.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="8">
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2012-02-23 21:56:28 +00:00
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<image>Textures/Runway/rwy-reflect.png</image>
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2011-12-01 21:44:10 +00:00
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<rendering-hint>transparent</rendering-hint>
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<shade-model>smooth</shade-model>
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<rainbowiness type="float">0.01</rainbowiness>
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2012-02-23 21:56:28 +00:00
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<fresneliness type="float">0.01</fresneliness>
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<noisiness type="float">0.15</noisiness>
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<ambient_correction type="float">-0.15</ambient_correction>
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<normalmap_dds type="float">0.0</normalmap_dds>
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2011-12-01 21:44:10 +00:00
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<vertex-program-two-side type="bool">false</vertex-program-two-side>
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<cull-face>back</cull-face>
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2012-12-13 10:17:51 +00:00
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<rnorm>
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2011-12-01 21:44:10 +00:00
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<use>/environment/rain-norm</use>
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2012-12-13 10:17:51 +00:00
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</rnorm>
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2011-12-01 21:44:10 +00:00
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2011-11-27 23:24:12 +00:00
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<!-- BEGIN fog include -->
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2012-11-20 13:11:21 +00:00
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<visibility><use>/environment/ground-visibility-m</use></visibility>
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<avisibility><use>/environment/visibility-m</use></avisibility>
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<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
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<scattering><use>/rendering/scene/scattering</use></scattering>
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<ground_scattering><use>/environment/surface/scattering</use></ground_scattering>
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
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<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
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<overcast><use>/rendering/scene/overcast</use></overcast>
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<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
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<snow_level><use>/environment/snow-level-m</use></snow_level>
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<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
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<lichen_cover_factor><use>/environment/surface/lichen-cover-factor</use></lichen_cover_factor>
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<snow_thickness_factor><use>/environment/surface/snow-thickness-factor</use></snow_thickness_factor>
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<wetness><use>/environment/surface/wetness</use></wetness>
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2012-12-13 10:17:51 +00:00
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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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2012-11-20 13:11:21 +00:00
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<fogstructure><use>/environment/fog-structure</use></fogstructure>
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<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
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<moonlight><use>/environment/moonlight</use></moonlight>
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<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
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<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
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2011-11-27 23:24:12 +00:00
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<!-- END fog include -->
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2011-12-01 21:44:10 +00:00
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</parameters>
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<generate>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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</generate>
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2012-11-20 13:11:21 +00:00
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2013-01-21 11:57:18 +00:00
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<technique n="2">
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2012-11-20 13:11:21 +00:00
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<or>
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<less-equal>
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<value type="float">4.0</value>
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<float-property>/sim/rendering/shaders/landmass</float-property>
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</less-equal>
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<less-equal>
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<value type="float">3.0</value>
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<float-property>/sim/rendering/shaders/transition</float-property>
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</less-equal>
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</or>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number>-1</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<program>
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<vertex-shader>Shaders/trivial.vert</vertex-shader>
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<fragment-shader>Shaders/trivial.frag</fragment-shader>
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</program>
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<color-mask type="vec4d">0 0 0 0</color-mask>
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</pass>
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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2012-12-13 10:17:51 +00:00
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<texture-unit>
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<unit>4</unit>
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<image><use>texture[4]/image</use></image>
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<filter><use>texture[4]/filter</use></filter>
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<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
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<internal-format><use>texture[4]/internal-format</use></internal-format>
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2012-11-20 13:11:21 +00:00
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</texture-unit>
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<texture-unit>
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<unit>5</unit>
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<image><use>texture[12]/image</use></image>
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<filter><use>texture[12]/filter</use></filter>
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<wrap-s><use>texture[12]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[12]/wrap-t</use></wrap-t>
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<internal-format><use>texture[12]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<image><use>texture[10]/image</use></image>
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<filter><use>texture[10]/filter</use></filter>
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<wrap-s><use>texture[10]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[10]/wrap-t</use></wrap-t>
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<internal-format><use>texture[10]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>7</unit>
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<image><use>texture[11]/image</use></image>
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<filter><use>texture[11]/filter</use></filter>
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<wrap-s><use>texture[11]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[11]/wrap-t</use></wrap-t>
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<internal-format><use>texture[11]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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2013-04-22 07:41:44 +00:00
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<vertex-shader>Shaders/terrain-haze-ultra.vert</vertex-shader>
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2012-11-20 13:11:21 +00:00
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<fragment-shader>Shaders/runway-lightfield.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value><use>visibility</use></value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value><use>avisibility</use></value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value><use>lthickness</use></value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value><use>scattering</use></value>
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</uniform>
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<uniform>
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<name>ground_scattering</name>
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<type>float</type>
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<value><use>ground_scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>terrain_alt</name>
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<type>float</type>
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<value><use>terrain_alt</use></value>
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</uniform>
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<uniform>
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<name>overcast</name>
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<type>float</type>
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<value><use>overcast</use></value>
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</uniform>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value><use>eye_alt</use></value>
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</uniform>
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<uniform>
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<name>snowlevel</name>
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<type>float</type>
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<value><use>snow_level</use></value>
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</uniform>
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<uniform>
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<name>snow_thickness_factor</name>
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<type>float</type>
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<value> <use>snow_thickness_factor</use></value>
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</uniform>
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<uniform>
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<name>dust_cover_factor</name>
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<type>float</type>
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<value><use>dust_cover_factor</use></value>
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</uniform>
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<uniform>
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<name>lichen_cover_factor</name>
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<type>float</type>
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<value> <use>lichen_cover_factor</use></value>
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</uniform>
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<uniform>
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<name>wetness</name>
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<type>float</type>
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<value><use>wetness</use></value>
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</uniform>
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<uniform>
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<name>fogstructure</name>
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<type>float</type>
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<value><use>fogstructure</use></value>
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</uniform>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>moonlight</name>
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<type>float</type>
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<value><use>moonlight</use></value>
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</uniform>
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<uniform>
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<name>quality_level</name>
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<type>int</type>
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<value><use>quality_level</use></value>
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</uniform>
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<uniform>
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<name>tquality_level</name>
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<type>int</type>
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<value><use>tquality_level</use></value>
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</uniform>
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<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
|
2012-12-13 10:17:51 +00:00
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<name>NormalTex</name>
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<type>sampler-2d</type>
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<value type="int">4</value>
|
2012-11-20 13:11:21 +00:00
|
|
|
</uniform>
|
|
|
|
<uniform>
|
|
|
|
<name>mix_texture</name>
|
|
|
|
<type>sampler-2d</type>
|
|
|
|
<value type="int">5</value>
|
|
|
|
</uniform>
|
|
|
|
<uniform>
|
|
|
|
<name>snow_texture</name>
|
|
|
|
<type>sampler-2d</type>
|
|
|
|
<value type="int">6</value>
|
|
|
|
</uniform>
|
|
|
|
<uniform>
|
|
|
|
<name>detail_texture</name>
|
|
|
|
<type>sampler-2d</type>
|
|
|
|
<value type="int">7</value>
|
|
|
|
</uniform>
|
|
|
|
<uniform>
|
|
|
|
<name>colorMode</name>
|
|
|
|
<type>int</type>
|
|
|
|
<value>2</value>
|
|
|
|
<!-- AMBIENT_AND_DIFFUSE -->
|
|
|
|
</uniform>
|
|
|
|
<depth>
|
|
|
|
<function>lequal</function>
|
|
|
|
<write-mask type="bool">false</write-mask>
|
|
|
|
</depth>
|
|
|
|
</pass>
|
|
|
|
</technique>
|
|
|
|
|
|
|
|
|
2012-06-23 20:09:54 +00:00
|
|
|
<technique n="8">
|
|
|
|
<predicate>
|
|
|
|
<and>
|
|
|
|
<property>/sim/rendering/shaders/generic</property>
|
|
|
|
<property>/sim/rendering/rembrandt/enabled</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>
|
|
|
|
<texture-unit>
|
|
|
|
<unit>0</unit>
|
|
|
|
<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[1]/internal-format</use>
|
|
|
|
</internal-format>
|
|
|
|
</texture-unit>
|
|
|
|
|
|
|
|
<texture-unit>
|
|
|
|
<unit>1</unit>
|
|
|
|
<image>
|
|
|
|
<use>texture[8]/image</use>
|
|
|
|
</image>
|
|
|
|
<filter>
|
|
|
|
<use>texture[8]/filter</use>
|
|
|
|
</filter>
|
|
|
|
<wrap-s>
|
|
|
|
<use>texture[8]/wrap-s</use>
|
|
|
|
</wrap-s>
|
|
|
|
<wrap-t>
|
|
|
|
<use>texture[8]/wrap-t</use>
|
|
|
|
</wrap-t>
|
|
|
|
<internal-format>
|
|
|
|
<use>texture[0]/internal-format</use>
|
|
|
|
</internal-format>
|
|
|
|
</texture-unit>
|
|
|
|
|
|
|
|
<texture-unit>
|
|
|
|
<unit>2</unit>
|
|
|
|
<type>noise</type>
|
|
|
|
</texture-unit>
|
|
|
|
|
|
|
|
<texture-unit>
|
|
|
|
<unit>4</unit>
|
|
|
|
<image>
|
|
|
|
<use>texture[4]/image</use>
|
|
|
|
</image>
|
|
|
|
<filter>
|
|
|
|
<use>texture[4]/filter</use>
|
|
|
|
</filter>
|
|
|
|
<wrap-s>
|
|
|
|
<use>texture[4]/wrap-s</use>
|
|
|
|
</wrap-s>
|
|
|
|
<wrap-t>
|
|
|
|
<use>texture[4]/wrap-t</use>
|
|
|
|
</wrap-t>
|
|
|
|
<internal-format>
|
|
|
|
<use>texture[4]/internal-format</use>
|
|
|
|
</internal-format>
|
|
|
|
</texture-unit>
|
|
|
|
|
|
|
|
<texture-unit>
|
|
|
|
<unit>5</unit>
|
|
|
|
<type>
|
|
|
|
<use>texture[5]/type</use>
|
|
|
|
</type>
|
|
|
|
|
|
|
|
<!-- use this form for a cube cross -->
|
|
|
|
<!--<image>
|
|
|
|
<use>texture[5]/image</use>
|
|
|
|
</image>-->
|
|
|
|
|
|
|
|
<!-- use this form for a 6 image cube map -->
|
|
|
|
<images>
|
|
|
|
<use>texture[5]/images</use>
|
|
|
|
</images>
|
|
|
|
</texture-unit>
|
|
|
|
|
|
|
|
<texture-unit>
|
|
|
|
<unit>6</unit>
|
|
|
|
<type>
|
|
|
|
<use>texture[6]/type</use>
|
|
|
|
</type>
|
|
|
|
<image>
|
|
|
|
<use>texture[6]/image</use>
|
|
|
|
</image>
|
|
|
|
<filter>
|
|
|
|
<use>texture[6]/filter</use>
|
|
|
|
</filter>
|
|
|
|
<wrap-s>
|
|
|
|
<use>texture[6]/wrap-s</use>
|
|
|
|
</wrap-s>
|
|
|
|
<wrap-t>
|
|
|
|
<use>texture[6]/wrap-t</use>
|
|
|
|
</wrap-t>
|
|
|
|
</texture-unit>
|
|
|
|
|
|
|
|
<texture-unit>
|
|
|
|
<unit>7</unit>
|
|
|
|
<type>
|
|
|
|
<use>texture[7]/type</use>
|
|
|
|
</type>
|
|
|
|
<image>
|
|
|
|
<use>texture[7]/image</use>
|
|
|
|
</image>
|
|
|
|
<filter>
|
|
|
|
<use>texture[7]/filter</use>
|
|
|
|
</filter>
|
|
|
|
<wrap-s>
|
|
|
|
<use>texture[7]/wrap-s</use>
|
|
|
|
</wrap-s>
|
|
|
|
<wrap-t>
|
|
|
|
<use>texture[7]/wrap-t</use>
|
|
|
|
</wrap-t>
|
|
|
|
</texture-unit>
|
|
|
|
|
|
|
|
<vertex-program-two-side>
|
|
|
|
<use>vertex-program-two-side</use>
|
|
|
|
</vertex-program-two-side>
|
|
|
|
<lighting>false</lighting>
|
|
|
|
<material>
|
|
|
|
<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>ambient-and-diffuse</color-mode>
|
|
|
|
</material>
|
|
|
|
<cull-face>back</cull-face>
|
|
|
|
<program>
|
2012-07-01 20:15:41 +00:00
|
|
|
<vertex-shader>Shaders/runway-gbuffer.vert</vertex-shader>
|
2012-06-23 20:09:54 +00:00
|
|
|
<fragment-shader>Shaders/runway-gbuffer.frag</fragment-shader>
|
|
|
|
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
|
|
|
|
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
|
|
|
|
<attribute>
|
|
|
|
<name>tangent</name>
|
|
|
|
<index>6</index>
|
|
|
|
</attribute>
|
|
|
|
<attribute>
|
|
|
|
<name>binormal</name>
|
|
|
|
<index>7</index>
|
|
|
|
</attribute>
|
|
|
|
</program>
|
|
|
|
<uniform>
|
|
|
|
<name>BaseTex</name>
|
|
|
|
<type>sampler-2d</type>
|
|
|
|
<value type="int">0</value>
|
|
|
|
</uniform>
|
|
|
|
|
|
|
|
<uniform>
|
|
|
|
<name>Map</name>
|
|
|
|
<type>sampler-2d</type>
|
|
|
|
<value type="int">1</value>
|
|
|
|
</uniform>
|
|
|
|
|
|
|
|
<uniform>
|
|
|
|
<name>Noise</name>
|
|
|
|
<type>sampler-3d</type>
|
|
|
|
<value type="int">2</value>
|
|
|
|
</uniform>
|
|
|
|
|
|
|
|
<uniform>
|
|
|
|
<name>NormalTex</name>
|
|
|
|
<type>sampler-2d</type>
|
|
|
|
<value type="int">4</value>
|
|
|
|
</uniform>
|
|
|
|
|
|
|
|
<uniform>
|
|
|
|
<name>Environment</name>
|
|
|
|
<type>sampler-cube</type>
|
|
|
|
<value type="int">5</value>
|
|
|
|
</uniform>
|
|
|
|
|
|
|
|
<uniform>
|
|
|
|
<name>Rainbow</name>
|
|
|
|
<type>sampler-2d</type>
|
|
|
|
<value type="int">6</value>
|
|
|
|
</uniform>
|
|
|
|
|
|
|
|
<uniform>
|
|
|
|
<name>Fresnel</name>
|
|
|
|
<type>sampler-2d</type>
|
|
|
|
<value type="int">7</value>
|
|
|
|
</uniform>
|
|
|
|
|
|
|
|
<!-- set the amount of fringing colour 0.0 - 1.0 -->
|
|
|
|
<uniform>
|
|
|
|
<name>rainbowiness</name>
|
|
|
|
<type>float</type>
|
|
|
|
<value>
|
|
|
|
<use>rainbowiness</use>
|
|
|
|
</value>
|
|
|
|
</uniform>
|
|
|
|
|
|
|
|
<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
|
|
|
|
<uniform>
|
|
|
|
<name>fresneliness</name>
|
|
|
|
<type>float</type>
|
|
|
|
<value>
|
|
|
|
<use>fresneliness</use>
|
|
|
|
</value>
|
|
|
|
</uniform>
|
|
|
|
|
|
|
|
<!-- set the amount of noisiness 0.0 - 1.0 -->
|
|
|
|
<uniform>
|
|
|
|
<name>noisiness</name>
|
|
|
|
<type>float</type>
|
|
|
|
<value>
|
|
|
|
<use>noisiness</use>
|
|
|
|
</value>
|
|
|
|
</uniform>
|
|
|
|
|
|
|
|
<!-- The reflection is set proportional to the shininess of the material.
|
|
|
|
The amount of reflection may be adjusted by the use of this correction
|
|
|
|
-1.0 (fully transparent)- 1.0 (fully opaque) -->
|
|
|
|
<uniform>
|
|
|
|
<name>spec_adjust</name>
|
|
|
|
<type>float</type>
|
|
|
|
<value>
|
2012-12-13 10:17:51 +00:00
|
|
|
<use>rnorm</use>
|
2012-06-23 20:09:54 +00:00
|
|
|
</value>
|
|
|
|
</uniform>
|
|
|
|
|
|
|
|
<!-- set the amount of ambient light correction 0.0 - 1.0 -->
|
|
|
|
<uniform>
|
|
|
|
<name>ambient_correction</name>
|
|
|
|
<type>float</type>
|
|
|
|
<value>
|
|
|
|
<use>ambient_correction</use>
|
|
|
|
</value>
|
|
|
|
</uniform>
|
|
|
|
|
|
|
|
<!-- use a reflection map-->
|
|
|
|
<uniform>
|
|
|
|
<name>reflect_map</name>
|
|
|
|
<type>float</type>
|
|
|
|
<value>
|
|
|
|
<use>reflect_map</use>
|
|
|
|
</value>
|
|
|
|
</uniform>
|
|
|
|
|
|
|
|
<!-- normalmap is .dds-->
|
|
|
|
<uniform>
|
|
|
|
<name>normalmap_dds</name>
|
|
|
|
<type>float</type>
|
|
|
|
<value>
|
|
|
|
<use>normalmap_dds</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>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>fogType</name>
|
|
|
|
<type>int</type>
|
|
|
|
<value>
|
|
|
|
<use>fogtype</use>
|
|
|
|
</value>
|
|
|
|
</uniform>
|
|
|
|
</pass>
|
|
|
|
</technique>
|
2011-12-01 21:44:10 +00:00
|
|
|
<technique n="9">
|
|
|
|
<predicate>
|
|
|
|
<and>
|
2012-11-17 22:26:51 +00:00
|
|
|
<property>/sim/rendering/shaders/quality-level</property>
|
2011-12-12 16:04:36 +00:00
|
|
|
<property>/sim/rendering/shaders/generic</property>
|
2011-12-01 21:44:10 +00:00
|
|
|
<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>
|
|
|
|
<texture-unit>
|
|
|
|
<unit>0</unit>
|
|
|
|
<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[1]/internal-format</use>
|
|
|
|
</internal-format>
|
|
|
|
</texture-unit>
|
2012-02-14 16:38:18 +00:00
|
|
|
|
2012-01-11 23:22:44 +00:00
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<texture-unit>
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<unit>1</unit>
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<image>
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<use>texture[8]/image</use>
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</image>
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<filter>
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<use>texture[8]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[8]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[8]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<type>noise</type>
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</texture-unit>
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2012-02-14 16:38:18 +00:00
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2011-11-27 23:24:12 +00:00
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<texture-unit>
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<unit>4</unit>
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<image>
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<use>texture[4]/image</use>
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</image>
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<filter>
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<use>texture[4]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[4]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[4]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[4]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>5</unit>
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<type>
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<use>texture[5]/type</use>
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</type>
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<!-- use this form for a cube cross -->
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<!--<image>
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<use>texture[5]/image</use>
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</image>-->
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<!-- use this form for a 6 image cube map -->
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<images>
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<use>texture[5]/images</use>
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</images>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<type>
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<use>texture[6]/type</use>
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</type>
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<image>
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<use>texture[6]/image</use>
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</image>
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<filter>
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<use>texture[6]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[6]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[6]/wrap-t</use>
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</wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>7</unit>
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<type>
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<use>texture[7]/type</use>
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</type>
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<image>
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<use>texture[7]/image</use>
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</image>
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<filter>
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<use>texture[7]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[7]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[7]/wrap-t</use>
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</wrap-t>
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</texture-unit>
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2011-12-01 21:44:10 +00:00
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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2011-12-10 09:43:29 +00:00
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2011-12-01 21:44:10 +00:00
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<program>
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2012-02-14 16:38:18 +00:00
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<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
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2011-12-01 21:44:10 +00:00
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<vertex-shader n="1">Shaders/reflect-bump-spec.vert</vertex-shader>
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2011-11-27 23:24:12 +00:00
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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2012-06-23 20:09:54 +00:00
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<fragment-shader n="1">Shaders/runway.frag</fragment-shader>
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2011-12-01 21:44:10 +00:00
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>
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</program>
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2011-11-27 23:24:12 +00:00
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<uniform>
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<name>BaseTex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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2012-01-11 23:22:44 +00:00
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<uniform>
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<name>Map</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>Noise</name>
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<type>sampler-3d</type>
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<value type="int">2</value>
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</uniform>
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2012-02-14 16:38:18 +00:00
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2011-11-27 23:24:12 +00:00
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<uniform>
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<name>NormalTex</name>
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<type>sampler-2d</type>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>Environment</name>
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<type>sampler-cube</type>
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<value type="int">5</value>
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</uniform>
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<uniform>
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<name>Rainbow</name>
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<type>sampler-2d</type>
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<value type="int">6</value>
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</uniform>
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<uniform>
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<name>Fresnel</name>
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<type>sampler-2d</type>
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<value type="int">7</value>
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</uniform>
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<!-- set the amount of fringing colour 0.0 - 1.0 -->
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<uniform>
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<name>rainbowiness</name>
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<type>float</type>
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<value>
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<use>rainbowiness</use>
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</value>
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</uniform>
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<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
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<uniform>
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<name>fresneliness</name>
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<type>float</type>
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<value>
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<use>fresneliness</use>
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</value>
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</uniform>
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<!-- set the amount of noisiness 0.0 - 1.0 -->
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<uniform>
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<name>noisiness</name>
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<type>float</type>
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<value>
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<use>noisiness</use>
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</value>
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</uniform>
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<!-- The reflection is set proportional to the shininess of the material.
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The amount of reflection may be adjusted by the use of this correction
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-1.0 (fully transparent)- 1.0 (fully opaque) -->
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2011-12-01 21:44:10 +00:00
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<uniform>
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<name>spec_adjust</name>
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<type>float</type>
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<value>
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2012-12-13 10:17:51 +00:00
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<use>rnorm</use>
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2011-12-01 21:44:10 +00:00
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</value>
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</uniform>
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2011-11-27 23:24:12 +00:00
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2011-12-01 21:44:10 +00:00
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<!-- set the amount of ambient light correction 0.0 - 1.0 -->
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<uniform>
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<name>ambient_correction</name>
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<type>float</type>
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<value>
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<use>ambient_correction</use>
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</value>
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</uniform>
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2011-11-27 23:24:12 +00:00
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2011-12-01 21:44:10 +00:00
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<!-- use a reflection map-->
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<uniform>
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<name>reflect_map</name>
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<type>float</type>
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<value>
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<use>reflect_map</use>
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</value>
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</uniform>
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2011-11-27 23:24:12 +00:00
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2011-12-01 21:44:10 +00:00
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<!-- normalmap is .dds-->
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<uniform>
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<name>normalmap_dds</name>
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<type>float</type>
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<value>
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<use>normalmap_dds</use>
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</value>
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</uniform>
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2011-11-27 23:24:12 +00:00
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2011-12-01 21:44:10 +00:00
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value>
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<use>avisibility</use>
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</value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value>
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<use>lthickness</use>
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</value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value>
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<use>scattering</use>
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</value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value>
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<use>terminator</use>
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</value>
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</uniform>
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<uniform>
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<name>fogType</name>
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<type>int</type>
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<value>
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<use>fogtype</use>
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</value>
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</uniform>
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</pass>
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</technique>
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2011-11-27 23:24:12 +00:00
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</PropertyList>
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