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Switch building.eff to the ubershader.

Tweak building lightmap to work with ubershader.
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
This commit is contained in:
Emilian Huminiuc 2012-05-07 01:59:52 +03:00
parent 50b63efab3
commit 22352ec485
2 changed files with 106 additions and 140 deletions

View file

@ -1,25 +1,46 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/building</name>
<inherits-from>Effects/model-default</inherits-from>
<name>Effects/building
</name>
<inherits-from>Effects/model-combined-deferred</inherits-from>
<parameters>
<texture n="0">
<active>true</active>
<type>2d</type>
<internal-format>normalized</internal-format>
<!-- Normal Map -->
<normalmap-enabled type="int"> 0 </normalmap-enabled>
<normalmap-dds type="int"> 0 </normalmap-dds>
<normalmap-tiling type="float"> 1.0 </normalmap-tiling>
<!-- Light Map -->
<texture n="3">
<image>Textures/buildings-lightmap.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture>
<texture n="1">
<active>true</active>
<type>2d</type>
<internal-format>normalized</internal-format>
<filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture>
<transparent>false</transparent>
<lightmap-enabled type="int"> 1 </lightmap-enabled>
<lightmap-multi type="int"> 0 </lightmap-multi>
<lightmap-factor type="float" n="0">
<use>/sim/time/sun-angle-rad</use>
</lightmap-factor>
<lightmap-color type="vec3d" n="0"> 0.3 0.3 0.3 </lightmap-color>
<!--<lightmap-factor type="float" n="1">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="2">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="3">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>-->
<!-- Reflection -->
<reflection-enabled type="int"> 1 </reflection-enabled>
<reflect-map-enabled type="int"> 1 </reflect-map-enabled>
<reflection-correction type="float"> 0.10 </reflection-correction>
<reflection-dynamic type="int"> 0 </reflection-dynamic>
<reflection-fresnel type="float"> 0.0 </reflection-fresnel>
<reflection-rainbow type="float"> 0.0 </reflection-rainbow>
<reflection-noise type="float"> 0.0 </reflection-noise>
<!--Ambient correction -->
<ambient-correction type="float"> 0.0 </ambient-correction>
<dirt-enabled type="int"> 0 </dirt-enabled>
<dirt-color type="vec3d"> 0.0 0.0 0.0 </dirt-color>
<dirt-factor type="float"> 0.0 </dirt-factor>
<material>
<active>true</active>
<color-mode-uniform>1</color-mode-uniform>
@ -41,105 +62,50 @@
<shade-model>flat</shade-model>
<cull-face>back</cull-face>
<rendering-hint>opaque</rendering-hint>
<vertex-program-two-side>false</vertex-program-two-side>
<!-- fog include -->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
<sun-angle>
<use>/sim/time/sun-angle-rad</use>
</sun-angle>
</parameters>
<!-- Override some of the default shaders so we can add emissive lighting -->
<!-- Skydome -->
<technique n="5">
<pass n="0">
<program n="0">
<vertex-shader n="0">Shaders/terrain-haze.vert</vertex-shader>
<fragment-shader n="0">Shaders/terrain-haze.frag</fragment-shader>
</program>
</pass>
</technique>
<!-- Rembrandt -->
<!-- FredB: What is the purpose of that ? -->
<technique n="10">
<pass n="0">
<program n="0">
<vertex-shader n="0">Shaders/deferred-gbuffer.vert</vertex-shader>
<fragment-shader n="0">Shaders/deferred-gbuffer.frag</fragment-shader>
<fragment-shader n="1">Shaders/gbuffer-functions.frag</fragment-shader>
<fragment-shader n="2">Shaders/gbuffer-encode.frag</fragment-shader>
</program>
</pass>
</technique>
<!-- Default shader -->
<technique n="11">
<pass n="0">
<texture-unit n="1">
<!-- Emissive texture-->
<unit>1</unit>
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<type>
<use>texture[1]/type</use>
</type>
<technique n="8">
<pass>
<texture-unit n="4">
<unit>4</unit>
<image>
<use>texture[1]/image</use>
<use>texture[3]/image</use>
</image>
<filter>
<use>texture[1]/filter</use>
<use>texture[3]/filter</use>
</filter>
<wrap-s>
<use>texture[1]/wrap-s</use>
<use>texture[3]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[1]/wrap-t</use>
<use>texture[3]/wrap-t</use>
</wrap-t>
<!--
<internal-format>
<use>texture[1]/internal-format</use>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
</pass>
</technique>
<technique n="9">
<pass>
<texture-unit n="4">
<unit>4</unit>
<image>
<use>texture[3]/image</use>
</image>
<filter>
<use>texture[3]/filter</use>
</filter>
<wrap-s>
<use>texture[3]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[3]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
-->
</texture-unit>
<program n="0">
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<!--fog include-->
<vertex-shader n="1">Shaders/default.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<!--fog include-->
<fragment-shader n="1">Shaders/building-default.frag</fragment-shader>
</program>
<uniform n="9">
<name>lightmap</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform n="10">
<name>sunangle</name>
<type>float</type>
<value>
<use>sun-angle</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

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