Move hard wired tree shader to an effect
Author: Tim Moore <timoore@redhat.com>
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2 changed files with 62 additions and 0 deletions
56
Effects/tree.eff
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56
Effects/tree.eff
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Effects files for trees, which are placed by a shader. -->
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<PropertyList>
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<name>Effects/tree</name>
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<parameters>
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<texture n ="0">
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</texture>
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</parameters>
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/shader-effects</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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</less-equal>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
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<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
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<color-mode>off</color-mode>
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</material>
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<render-bin>
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<bin-number>2</bin-number> <!-- RANDOM_OBJECTS_BIN -->
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<alpha-test>
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<comparison>gequal</comparison>
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<reference type="float">0.33</reference>
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</alpha-test>
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<texture-unit>
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<unit>0</unit>
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<type>2d</type>
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<image><use>texture[0]/image</use></image>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/tree.vert</vertex-shader>
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<fragment-shader>Shaders/tree.frag</fragment-shader>
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</program>
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<uniform>
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<name>baseTexture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<!-- The vertex shader isn't doing two-sided lighting yet, but
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should be soon. -->
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<vertex-program-two-side type="bool">true</vertex-program-two-side>
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</pass>
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</technique>
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</PropertyList>
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@ -1,3 +1,9 @@
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// Tree instance scheme:
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// vertex - local position of quad vertex.
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// normal - x y scaling, z number of varieties
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// fog coord - rotation
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// color - xyz of tree quad origin, replicated 4 times.
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varying float fogFactor;
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void main(void)
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