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fgdata/Compositor/Effects/skydome.eff

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<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/skydome</name>
<parameters>
<mie>
<use>/sim/rendering/mie</use>
</mie>
<rayleigh>
<use>/sim/rendering/rayleigh</use>
</rayleigh>
<density>
<use>/sim/rendering/dome-density</use>
</density>
<overcast>
<use>/rendering/scene/overcast</use>
</overcast>
<saturation>
<use>/rendering/scene/saturation</use>
</saturation>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<ice_hex_col>
<use>/environment/scattering-phenomena/ice-hexagonal-column-factor</use>
</ice_hex_col>
<ice_hex_sheet>
<use>/environment/scattering-phenomena/ice-hexagonal-sheet-factor</use>
</ice_hex_sheet>
<parhelic>
<use>/environment/scattering-phenomena/parhelic-factor</use>
</parhelic>
<ring>
<use>/environment/scattering-phenomena/ring-factor</use>
</ring>
<aurora_strength>
<use>/environment/aurora/strength</use>
</aurora_strength>
<aurora_vsize>
<use>/environment/aurora/vsize</use>
</aurora_vsize>
<aurora_hsize>
<use>/environment/aurora/hsize</use>
</aurora_hsize>
<aurora_ray_factor>
<use>/environment/aurora/ray-factor</use>
</aurora_ray_factor>
<aurora_penetration_factor>
<use>/environment/aurora/penetration-factor</use>
</aurora_penetration_factor>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<terrain_alt>
<use>/environment/mean-terrain-elevation-m</use>
</terrain_alt>
<cloud_self_shading>
<use>/environment/cloud-self-shading</use>
</cloud_self_shading>
<horizon_roughness>
<use>/local-weather/config/small-scale-persistence</use>
</horizon_roughness>
<display_xsize>
<use>/sim/startup/xsize</use>
</display_xsize>
<display_ysize>
<use>/sim/startup/ysize</use>
</display_ysize>
<view_pitch_offset>
<use>/sim/current-view/pitch-offset-deg</use>
</view_pitch_offset>
<view_heading_offset>
<use>/sim/current-view/heading-offset-deg</use>
</view_heading_offset>
<view_fov>
<use>/sim/current-view/field-of-view</use>
</view_fov>
<use_searchlight>
<use>/sim/rendering/als-secondary-lights/use-searchlight</use>
</use_searchlight>
<use_landing_light>
<use>/sim/rendering/als-secondary-lights/use-landing-light</use>
</use_landing_light>
<use_alt_landing_light>
<use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use>
</use_alt_landing_light>
<landing_light1_offset>
<use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use>
</landing_light1_offset>
<landing_light2_offset>
<use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use>
</landing_light2_offset>
<landing_light3_offset>
<use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use>
</landing_light3_offset>
<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>
<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>
<air_pollution>
<use>/environment/air-pollution-norm</use>
</air_pollution>
</parameters>
<!-- fall back without shaders -->
<technique n="9">
<pass>
<lighting>false</lighting>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
</pass>
</technique>
<technique n="19">
<scheme>als-lighting</scheme>
<predicate>
<and>
<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>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<program>
<vertex-shader>Shaders/ALS/skydome.vert</vertex-shader>
<fragment-shader>Shaders/ALS/skydome.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<uniform>
<name>mK</name>
<type>float</type>
<value>
<use>mie</use>
</value>
</uniform>
<uniform>
<name>rK</name>
<type>float</type>
<value>
<use>rayleigh</use>
</value>
</uniform>
<uniform>
<name>density</name>
<type>float</type>
<value>
<use>density</use>
</value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value>
<use>overcast</use>
</value>
</uniform>
<uniform>
<name>saturation</name>
<type>float</type>
<value>
<use>saturation</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value>
<use>terrain_alt</use>
</value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value>
<use>cloud_self_shading</use>
</value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>ice_hex_col</name>
<type>float</type>
<value>
<use>ice_hex_col</use>
</value>
</uniform>
<uniform>
<name>parhelic</name>
<type>float</type>
<value>
<use>parhelic</use>
</value>
</uniform>
<uniform>
<name>ring</name>
<type>float</type>
<value>
<use>ring</use>
</value>
</uniform>
<uniform>
<name>ice_hex_sheet</name>
<type>float</type>
<value>
<use>ice_hex_sheet</use>
</value>
</uniform>
<uniform>
<name>aurora_strength</name>
<type>float</type>
<value>
<use>aurora_strength</use>
</value>
</uniform>
<uniform>
<name>aurora_vsize</name>
<type>float</type>
<value>
<use>aurora_vsize</use>
</value>
</uniform>
<uniform>
<name>aurora_hsize</name>
<type>float</type>
<value>
<use>aurora_hsize</use>
</value>
</uniform>
<uniform>
<name>aurora_ray_factor</name>
<type>float</type>
<value>
<use>aurora_ray_factor</use>
</value>
</uniform>
<uniform>
<name>aurora_penetration_factor</name>
<type>float</type>
<value>
<use>aurora_penetration_factor</use>
</value>
</uniform>
<uniform>
<name>horizon_roughness</name>
<type>float</type>
<value>
<use>horizon_roughness</use>
</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>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_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>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value>
<use>view_pitch_offset</use>
</value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value>
<use>view_heading_offset</use>
</value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value>
<use>view_fov</use>
</value>
</uniform>
<uniform>
<name>landing_light1_offset</name>
<type>float</type>
<value>
<use>landing_light1_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light2_offset</name>
<type>float</type>
<value>
<use>landing_light2_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light3_offset</name>
<type>float</type>
<value>
<use>landing_light3_offset</use>
</value>
</uniform>
<uniform>
<name>use_searchlight</name>
<type>int</type>
<value>
<use>use_searchlight</use>
</value>
</uniform>
<uniform>
<name>use_landing_light</name>
<type>int</type>
<value>
<use>use_landing_light</use>
</value>
</uniform>
<uniform>
<name>use_alt_landing_light</name>
<type>int</type>
<value>
<use>use_alt_landing_light</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>
</pass>
</technique>
</PropertyList>