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fgdata/Effects/galaxy.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/galaxy</name>
<parameters>
<display_xsize><use>/sim/startup/xsize</use></display_xsize>
<display_ysize><use>/sim/startup/ysize</use></display_ysize>
<use_filtering><use>/sim/rendering/als-filters/use-filtering</use></use_filtering>
<gamma><use>/sim/rendering/als-filters/gamma</use></gamma>
<brightness><use>/sim/rendering/als-filters/brightness</use></brightness>
<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
<!--use_CCTV_vision><use>/sim/rendering/als-filters/use-CCTV-vision</use></use_CCTV_vision-->
<fact_grey><use>/sim/rendering/als-filters/grey-factor</use></fact_grey>
<fact_black><use>/sim/rendering/als-filters/black-factor</use></fact_black>
<delta_T>-50.0</delta_T>
<moonlight><use>/environment/moonlight</use></moonlight>
<darksky_magnitude><use>/environment/darksky-brightness-magnitude</use></darksky_magnitude>
<galaxy_magnitude><use>/environment/galaxy-bulge-brightness-magnitude</use></galaxy_magnitude>
<atmosphere_top><use>/environment/atmosphere/altitude-troposphere-top</use></atmosphere_top>
<eye_altitude_m><use>/sim/rendering/eye-altitude-m</use></eye_altitude_m>
</parameters>
<technique n="10">
<predicate>
<and>
<less-equal>
<value type="float">3.0</value>
<float-property>/sim/rendering/shaders/quality-level</float-property>
</less-equal>
<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>
<program>
<vertex-shader>Shaders/galaxy.vert</vertex-shader>
<vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
<fragment-shader>Shaders/galaxy.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
</program>
<uniform>
<name>milkyway</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>gamma</name>
<type>float</type>
<value><use>gamma</use></value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value><use>brightness</use></value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value><use>use_filtering</use></value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value><use>use_night_vision</use></value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value><use>delta_T</use></value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value><use>fact_grey</use></value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value><use>fact_black</use></value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value><use>use_IR_vision</use></value>
</uniform>
<!--
<uniform>
<name>use_CCTV_vision</name>
<type>bool</type>
<value><use>use_CCTV_vision</use></value>
</uniform>
-->
<uniform>
<name>field_of_view</name>
<type>float</type>
<value><use>view_fov</use></value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value><use>display_xsize</use></value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value><use>display_ysize</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>mudarksky</name>
<type>float</type>
<value><use>darksky_magnitude</use></value>
</uniform>
<uniform>
<name>mugxybulge</name>
<type>float</type>
<value><use>galaxy_magnitude</use></value>
</uniform>
<uniform>
<name>altitude</name>
<type>float</type>
<value><use>eye_altitude_m</use></value>
</uniform>
<uniform>
<name>atmosphere_top</name>
<type>float</type>
<value><use>atmosphere_top</use></value>
</uniform>
</pass>
</technique>
<!-- minimal technique -->
<technique n="11">
</technique>
<technique n="109">
<scheme>hdr-geometry</scheme>
</technique>
</PropertyList>