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fgdata/Effects/thrust-flame.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/thrust-flame</name>
<parameters>
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<texture n="0">
<type>white</type>
</texture>
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<thrust_collimation type="float">0.1</thrust_collimation>
<thrust_density type="float">0.5</thrust_density>
<base_flame_density type="float">1.0</base_flame_density>
<shock_frequency type="float">0.5</shock_frequency>
<noise_strength type="float">0.2</noise_strength>
<noise_scale type="float">0.1</noise_scale>
<flame_color_low_r type="float">0.95</flame_color_low_r>
<flame_color_low_g type="float">0.55</flame_color_low_g>
<flame_color_low_b type="float">0.0</flame_color_low_b>
<flame_color_high_r type="float">1.0</flame_color_high_r>
<flame_color_high_g type="float">0.8</flame_color_high_g>
<flame_color_high_b type="float">0.3</flame_color_high_b>
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<base_flame_r type="float">1.0</base_flame_r>
<base_flame_g type="float">0.8</base_flame_g>
<base_flame_b type="float">0.3</base_flame_b>
<use_shocks type="int">1</use_shocks>
<use_noise type="int">1</use_noise>
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<visibility><use>/environment/ground-visibility-m</use></visibility>
<avisibility><use>/environment/visibility-m</use></avisibility>
<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
</parameters>
<technique n="4">
<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>
<pass>
<lighting>true</lighting>
<material>
<active><use>material/active</use></active>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode><use>material/color-mode</use></color-mode>
</material>
<blend>
<active><use>blend/active</use></active>
<source><use>blend/source</use></source>
<destination><use>blend/destination</use></destination>
</blend>
<shade-model><use>shade-model</use></shade-model>
<cull-face><use>cull-face</use></cull-face>
<rendering-hint><use>rendering-hint</use></rendering-hint>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<active><use>texture[0]/active</use></active>
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<filter><use>texture[0]/filter</use></filter>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
<internal-format> <use>texture[0]/internal-format</use> </internal-format>
</texture-unit>
<depth>
<write-mask>false</write-mask>
</depth>
<vertex-program-two-side>false</vertex-program-two-side>
<program>
<vertex-shader>Shaders/thrustflame-ALS.vert</vertex-shader>
<fragment-shader>Shaders/thrustflame-ALS.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
</program>
<uniform>
<name>thrust_collimation</name>
<type>float</type>
<value><use>thrust_collimation</use></value>
</uniform>
<uniform>
<name>thrust_density</name>
<type>float</type>
<value><use>thrust_density</use></value>
</uniform>
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<uniform>
<name>base_flame_density</name>
<type>float</type>
<value><use>base_flame_density</use></value>
</uniform>
<uniform>
<name>shock_frequency</name>
<type>float</type>
<value><use>shock_frequency</use></value>
</uniform>
<uniform>
<name>noise_strength</name>
<type>float</type>
<value><use>noise_strength</use></value>
</uniform>
<uniform>
<name>noise_scale</name>
<type>float</type>
<value><use>noise_scale</use></value>
</uniform>
<uniform>
<name>flame_color_low_r</name>
<type>float</type>
<value><use>flame_color_low_r</use></value>
</uniform>
<uniform>
<name>flame_color_low_g</name>
<type>float</type>
<value><use>flame_color_low_g</use></value>
</uniform>
<uniform>
<name>flame_color_low_b</name>
<type>float</type>
<value><use>flame_color_low_b</use></value>
</uniform>
<uniform>
<name>flame_color_high_r</name>
<type>float</type>
<value><use>flame_color_high_r</use></value>
</uniform>
<uniform>
<name>flame_color_high_g</name>
<type>float</type>
<value><use>flame_color_high_g</use></value>
</uniform>
<uniform>
<name>flame_color_high_b</name>
<type>float</type>
<value><use>flame_color_high_b</use></value>
</uniform>
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<uniform>
<name>base_flame_r</name>
<type>float</type>
<value><use>base_flame_r</use></value>
</uniform>
<uniform>
<name>base_flame_g</name>
<type>float</type>
<value><use>base_flame_g</use></value>
</uniform>
<uniform>
<name>base_flame_b</name>
<type>float</type>
<value><use>base_flame_b</use></value>
</uniform>
<uniform>
<name>use_shocks</name>
<type>int</type>
<value><use>use_shocks</use></value>
</uniform>
<uniform>
<name>use_noise</name>
<type>int</type>
<value><use>use_noise</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value><use>material/color-mode-uniform</use></value>
</uniform>
</pass>
</technique>
</PropertyList>