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fgdata/Compositor/Effects/surface-lights-directional.eff

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<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/surface-lights-directional</name>
<parameters>
<!-- min-size, max-size, size, attenuation, cull-face parameters filled in by C++ code -->
<texture n="0">
<type>light-sprite</type>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture>
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<eye_alt>
<use>/sim/rendering/eye-altitude-m</use>
</eye_alt>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<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>
</parameters>
<technique n="6">
<!-- Combined technique -->
<predicate>
<and>
<property>/sim/rendering/point-sprites</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_point_sprite</extension-supported>
<extension-supported>GL_ARB_point_parameters</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<alpha-test>
<comparison>gequal</comparison>
<reference type="float">0.1</reference>
</alpha-test>
<cull-face>back</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
<point>
<min-size>
<use>min-size</use>
</min-size>
<max-size>
<use>max-size</use>
</max-size>
<size>
<use>size</use>
</size>
<attenuation>
<use>attenuation</use>
</attenuation>
</point>
<texture-unit>
<unit>0</unit>
<point-sprite>true</point-sprite>
<type>
<use>texture[0]/type</use>
</type>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
</texture-unit>
</pass>
</technique>
<technique n="7">
<!-- Sprite technique -->
<predicate>
<and>
<property>/sim/rendering/point-sprites</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<extension-supported>GL_ARB_point_sprite</extension-supported>
</or>
</and>
</predicate>
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<cull-face>back</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
<texture-unit>
<unit>0</unit>
<point-sprite>true</point-sprite>
<type>
<use>texture[0]/type</use>
</type>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
</texture-unit>
</pass>
</technique>
<technique n="8">
<!-- Attenuation technique -->
<predicate>
<and>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<extension-supported>GL_ARB_point_parameters</extension-supported>
</or>
</and>
</predicate>
<pass>
<point>
<min-size>
<use>min-size</use>
</min-size>
<max-size>
<use>max-size</use>
</max-size>
<size>
<use>size</use>
</size>
<attenuation>
<use>attenuation</use>
</attenuation>
</point>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<lighting>false</lighting>
<cull-face>back</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
</pass>
</technique>
<technique n="9">
<!-- Basic technique -->
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<cull-face>back</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
</pass>
</technique>
<technique n="19">
<scheme>als-lighting</scheme>
<!-- ALS -->
<predicate>
<and>
<property>/sim/rendering/point-sprites</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_point_sprite</extension-supported>
<extension-supported>GL_ARB_point_parameters</extension-supported>
<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>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<!--<alpha-test>
<comparison>gequal</comparison>
<reference type="float">0.03</reference>
</alpha-test>-->
<cull-face>back</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
<point>
<min-size>
<use>min-size</use>
</min-size>
<max-size>
<use>max-size</use>
</max-size>
<size>
<use>size</use>
</size>
<attenuation>
<use>attenuation</use>
</attenuation>
</point>
<texture-unit>
<unit>0</unit>
<point-sprite>true</point-sprite>
<type>
<use>texture[0]/type</use>
</type>
<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/ALS/surface-light.vert</vertex-shader>
<fragment-shader>Shaders/ALS/surface-light.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
</program>
<uniform>
<name>size</name>
<type>float</type>
<value>
<use>size</use>
</value>
</uniform>
<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>eye_alt</name>
<type>float</type>
<value>
<use>eye_alt</use>
</value>
</uniform>
<uniform>
<name>max_size</name>
<type>float</type>
<value>
<use>max-size</use>
</value>
</uniform>
<uniform>
<name>is_directional</name>
<type>bool</type>
<!-- Short-term fix for unstable normals in taxiway lights -->
<value>false</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>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<vertex-program-point-size>true</vertex-program-point-size>
</pass>
</technique>
</PropertyList>