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fgdata/Effects/shadow-vol.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/shadow</name>
<!-- <inherits-from>Effects/shadow</inherits-from> -->
<parameters>
<texture n ="0">
<type>white</type>
</texture>
<vertex-program-two-side type="bool">false</vertex-program-two-side>
<material>
<color-mode-uniform>1</color-mode-uniform>
<!-- DIFFUSE -->
</material>
<material-id>0</material-id>
<!-- BEGIN fog include -->
<visibility><use>/environment/ground-visibility-m</use></visibility>
<avisibility><use>/environment/visibility-m</use></avisibility>
<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
<scattering><use>/rendering/scene/scattering</use></scattering>
<ground_scattering><use>/environment/surface/scattering</use></ground_scattering>
<terminator><use>/environment/terminator-relative-position-m</use></terminator>
<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
<overcast><use>/rendering/scene/overcast</use></overcast>
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
<moonlight><use>/environment/moonlight</use></moonlight>
<alt_agl><use>/position/altitude-agl-m</use></alt_agl>
<model-pitch><use>/orientation/model/pitch-deg</use></model-pitch>
<model-roll><use>/orientation/model/roll-deg</use></model-roll>
<gear_clearance>0.5</gear_clearance>
<!-- END fog include -->
</parameters>
<technique n="5">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<!-- first pass so that the depth buffer is filled, we then render only the uppermost
layer of the projected shadow volume in the second pass to avod drawing multiple
transparent layers on top of each other-->
<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>
<render-bin>
<bin-number>10</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<rendering-hint><use>rendering-hint</use></rendering-hint>
<texture-unit>
<unit>0</unit>
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<filter><use>texture[0]/filter</use></filter>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
</texture-unit>
<program>
<vertex-shader>Shaders/shadow-vol-ALS.vert</vertex-shader>
<fragment-shader>Shaders/trivial.frag</fragment-shader>
</program>
<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>ground_scattering</name>
<type>float</type>
<value><use>ground_scattering</use></value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value><use>terrain_alt</use></value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value><use>overcast</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>alt_agl</name>
<type>float</type>
<value><use>alt_agl</use></value>
</uniform>
<uniform>
<name>pitch</name>
<type>float</type>
<value><use>model-pitch</use></value>
</uniform>
<uniform>
<name>roll</name>
<type>float</type>
<value><use>model-roll</use></value>
</uniform>
<uniform>
<name>gear_clearance</name>
<type>float</type>
<value><use>gear_clearance</use></value>
</uniform>
<depth>
<function>lequal</function>
<write-mask type="bool">true</write-mask>
</depth>
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>
<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>back</cull-face>
<render-bin>
<bin-number>10</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<rendering-hint><use>rendering-hint</use></rendering-hint>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<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>
<!--<alpha-to-coverage>true</alpha-to-coverage>-->
<!--<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>-->
<program>
<vertex-shader>Shaders/shadow-vol-ALS.vert</vertex-shader>
<fragment-shader>Shaders/shadow-ALS.frag</fragment-shader>
</program>
<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>ground_scattering</name>
<type>float</type>
<value><use>ground_scattering</use></value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value><use>terrain_alt</use></value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value><use>overcast</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>alt_agl</name>
<type>float</type>
<value><use>alt_agl</use></value>
</uniform>
<uniform>
<name>pitch</name>
<type>float</type>
<value><use>model-pitch</use></value>
</uniform>
<uniform>
<name>roll</name>
<type>float</type>
<value><use>model-roll</use></value>
</uniform>
<uniform>
<name>gear_clearance</name>
<type>float</type>
<value><use>gear_clearance</use></value>
</uniform>
<depth>
<function>equal</function>
<write-mask type="bool">true</write-mask>
</depth>
</pass>
</technique>
<technique n="13">
<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>
<type>
<use>texture[0]/type</use>
</type>
<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>
-->
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<!-- A two-sided lighting model is set by default near the root
of the scene graph. Perhaps that ought to be set in this
effect?
-->
</pass>
</technique>
</PropertyList>