2009-11-14 06:18:44 +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/model-default</name>
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<!-- <inherits-from>Effects/shadow</inherits-from> -->
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<parameters>
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<texture n ="0">
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<type>white</type>
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</texture>
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<vertex-program-two-side type="bool">false</vertex-program-two-side>
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<material>
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<color-mode-uniform>1</color-mode-uniform>
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<!-- DIFFUSE -->
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</material>
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2012-03-25 17:03:52 +00:00
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<material-id>0</material-id>
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2011-12-01 21:44:10 +00:00
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<!-- BEGIN fog include -->
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<visibility>
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<use>/environment/ground-visibility-m</use>
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</visibility>
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<avisibility>
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<use>/environment/visibility-m</use>
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</avisibility>
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<lthickness>
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<use>/environment/ground-haze-thickness-m</use>
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</lthickness>
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<scattering>
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<use>/rendering/scene/scattering</use>
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</scattering>
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<terminator>
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<use>/environment/terminator-relative-position-m</use>
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</terminator>
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<fogtype>
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2011-12-12 16:04:36 +00:00
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<use>/sim/rendering/shaders/skydome</use>
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2011-12-01 21:44:10 +00:00
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</fogtype>
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<!-- END fog include -->
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</parameters>
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2012-03-08 22:20:39 +00:00
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2012-03-31 11:53:51 +00:00
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<technique n="5">
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2012-03-08 22:20:39 +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">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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<active><use>material/active</use></active>
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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><use>material/color-mode</use></color-mode>
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</material>
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<blend>
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<active><use>blend/active</use></active>
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<source><use>blend/source</use></source>
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<destination><use>blend/destination</use></destination>
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</blend>
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<shade-model><use>shade-model</use></shade-model>
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<cull-face><use>cull-face</use></cull-face>
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<rendering-hint><use>rendering-hint</use></rendering-hint>
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<texture-unit>
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<!-- The texture unit is always active because the shaders expect
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that. -->
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<unit>0</unit>
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<!-- If there is a texture, the type in the derived effect
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will be "2d". -->
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<type><use>texture[0]/type</use></type>
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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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<!--
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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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-->
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</texture-unit>
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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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<!--<program>
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<vertex-shader>Shaders/default.vert</vertex-shader>
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<fragment-shader>Shaders/default.frag</fragment-shader>
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</program>-->
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<program>
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<vertex-shader>Shaders/terrain-haze.vert</vertex-shader>
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<fragment-shader>Shaders/terrain-haze.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>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>
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<name>colorMode</name>
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<type>int</type>
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<value><use>material/color-mode-uniform</use></value>
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</uniform>
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</pass>
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</technique>
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2012-03-25 17:03:52 +00:00
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/rembrandt</property>
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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>false</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>false</blend>
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<alpha-test>true</alpha-test>
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<shade-model>smooth</shade-model>
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2012-04-03 21:29:30 +00:00
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<cull-face><use>cull-face</use></cull-face>
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2012-03-25 17:03:52 +00:00
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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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<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>
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<use>texture[0]/internal-format</use>
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</internal-format>
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<environment>
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<mode>modulate</mode>
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</environment>
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</texture-unit>
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2012-04-03 21:29:30 +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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2012-03-25 17:03:52 +00:00
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<program>
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<vertex-shader>Shaders/deferred-gbuffer.vert</vertex-shader>
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<fragment-shader>Shaders/deferred-gbuffer.frag</fragment-shader>
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2012-04-12 21:58:03 +00:00
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<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
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2012-03-25 17:03:52 +00:00
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</program>
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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>
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<name>materialID</name>
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<type>int</type>
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<value><use>material-id</use></value>
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</uniform -->
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</pass>
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</technique>
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<technique n="11">
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2011-12-01 21:44:10 +00:00
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<predicate>
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<and>
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2011-12-12 16:04:36 +00:00
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<property>/sim/rendering/shaders/generic</property>
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2011-12-01 21:44:10 +00:00
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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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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<active>
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<use>blend/active</use>
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</active>
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<source>
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<use>blend/source</use>
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</source>
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<destination>
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<use>blend/destination</use>
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</destination>
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</blend>
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<shade-model>
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<use>shade-model</use>
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</shade-model>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
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<texture-unit>
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|
<!-- The texture unit is always active because the shaders expect
|
2009-11-17 06:23:12 +00:00
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|
that. -->
|
2011-12-01 21:44:10 +00:00
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<unit>0</unit>
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|
|
<!-- If there is a texture, the type in the derived effect
|
2009-11-17 06:23:12 +00:00
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|
|
will be "2d". -->
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2011-12-01 21:44:10 +00:00
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<type>
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<use>texture[0]/type</use>
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</type>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<!--
|
2009-11-14 06:18:44 +00:00
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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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-->
|
2011-12-01 21:44:10 +00:00
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|
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</texture-unit>
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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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<program>
|
2012-03-08 22:20:39 +00:00
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|
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
|
2011-12-01 21:44:10 +00:00
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|
|
<!--fog include-->
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<vertex-shader n="1">Shaders/default.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<!--fog include-->
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<fragment-shader n="1">Shaders/default.frag</fragment-shader>
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</program>
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<!-- BEGIN fog include -->
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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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<!-- END fog include -->
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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>
|
|
|
|
</uniform>
|
|
|
|
<uniform>
|
|
|
|
<name>colorMode</name>
|
|
|
|
<type>int</type>
|
|
|
|
<value>
|
|
|
|
<use>material/color-mode-uniform</use>
|
|
|
|
</value>
|
|
|
|
</uniform>
|
|
|
|
</pass>
|
|
|
|
</technique>
|
2012-03-25 17:03:52 +00:00
|
|
|
<technique n="12">
|
2011-12-01 21:44:10 +00:00
|
|
|
<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>
|
|
|
|
<texture-unit>
|
|
|
|
<active>
|
|
|
|
<use>texture[0]/active</use>
|
|
|
|
</active>
|
|
|
|
<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>
|
|
|
|
<!--
|
2009-11-14 06:18:44 +00:00
|
|
|
<internal-format>
|
|
|
|
<use>texture[0]/internal-format</use>
|
|
|
|
</internal-format>
|
|
|
|
-->
|
2011-12-01 21:44:10 +00:00
|
|
|
<environment>
|
|
|
|
<mode>modulate</mode>
|
|
|
|
</environment>
|
|
|
|
</texture-unit>
|
|
|
|
<!-- A two-sided lighting model is set by default near the root
|
2010-06-15 17:29:24 +00:00
|
|
|
of the scene graph. Perhaps that ought to be set in this
|
|
|
|
effect?
|
|
|
|
-->
|
2011-12-01 21:44:10 +00:00
|
|
|
</pass>
|
|
|
|
</technique>
|
2009-11-14 06:18:44 +00:00
|
|
|
</PropertyList>
|