A simple reflection effect - needs this patch ftp://ftp.abbeytheatre2.org.uk/fgfs/Shader/Reflect/cube-map.patch which will be included in Simgear soon (hopefully).
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241
Effects/reflect.eff
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241
Effects/reflect.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/reflect</name>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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<texture n="5">
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<type>cubemap</type>
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
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</images>
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</texture>
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<texture n="6">
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<image>Aircraft/Generic/Effects/Rainbow.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="7">
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<image>Aircraft/Generic/Effects/FresnelLookUp.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<rendering-hint>transparent</rendering-hint>
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<shade-model>smooth</shade-model>
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</parameters>
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/shader-effects</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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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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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<active>
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<use>blend/active</use>
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</active>
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<source>
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<use>blend/source</use>
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</source>
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<destination>
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<use>blend/destination</use>
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</destination>
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</blend>
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<shade-model>
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<use>shade-model</use>
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</shade-model>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
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<texture-unit>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>5</unit>
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<type>
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<use>texture[5]/type</use>
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</type>
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<images>
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<use>texture[5]/images</use>
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</images>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<type>
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<use>texture[6]/type</use>
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</type>
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<image>
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<use>texture[6]/image</use>
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</image>
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<filter>
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<use>texture[6]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[6]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[6]/wrap-t</use>
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</wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>7</unit>
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<type>
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<use>texture[7]/type</use>
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</type>
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<image>
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<use>texture[7]/image</use>
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</image>
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<filter>
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<use>texture[7]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[7]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[7]/wrap-t</use>
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</wrap-t>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/reflect.vert</vertex-shader>
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<fragment-shader>Shaders/reflect.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>
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<attribute>
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<name>normal</name>
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<index>15</index>
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</attribute>
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</program>
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<uniform>
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<name>BaseTex</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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<uniform>
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<name>Environment</name>
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<type>sampler-cube</type>
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<value type="int">5</value>
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</uniform>
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<uniform>
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<name>Rainbow</name>
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<type>sampler-2d</type>
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<value type="int">6</value>
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</uniform>
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<uniform>
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<name>Fresnel</name>
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<type>sampler-2d</type>
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<value type="int">7</value>
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</uniform>
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<!-- set the amount of fringing colour 0.0 - 1.0 -->
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<uniform>
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<name>rainbowiness</name>
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<type>float</type>
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<value type="float">0.1</value>
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</uniform>
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<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
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<uniform>
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<name>fresneliness</name>
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<type>float</type>
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<value type="float">0.1</value>
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</uniform>
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<!-- set the amount of tranparency 0.0 (fully tranaparent)
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- 1.0 (fully opaque) -->
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<uniform>
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<name>transparency</name>
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<type>float</type>
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<value type="float">0.4</value>
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</uniform>
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<!-- set the amount of ambient light correction 0.0 -1.0 -->
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<uniform>
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<name>correction</name>
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<type>float</type>
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<value type="float">0.2</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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86
Shaders/reflect.frag
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Shaders/reflect.frag
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#version 120
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec4 constantColor;
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varying vec3 vViewVec;
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varying vec3 reflVec;
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varying vec3 Diffuse;
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varying vec3 lightDir, halfVector;
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varying float alpha, fogCoord;
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uniform samplerCube Environment;
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uniform sampler2D Rainbow;
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uniform sampler2D BaseTex;
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uniform sampler2D Fresnel;
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uniform float transparency;
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uniform float rainbowiness;
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uniform float fresneliness;
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uniform float correction;
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void main (void)
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{
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if (!gl_FrontFacing) discard;
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vec3 n, halfV;
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float NdotL, NdotHV;
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vec4 color = constantColor;
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vec4 specular = vec4(0.0);
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n = VNormal;
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NdotL = max(0.0, dot(n, lightDir));
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//calculate the specular light
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if (NdotL > 0.0) {
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color += vec4(Diffuse, 1.0) * NdotL;
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halfV = normalize(halfVector);
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NdotHV = max(dot(n, halfV), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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specular.rgb = (gl_FrontMaterial.specular.rgb
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* gl_LightSource[0].specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess));
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}
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color.a = alpha;
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color = clamp(color, 0.0, 1.0);
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vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
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vec4 texelcolor = color * texel + specular;
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// calculate the fog factor
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float fogCoord = ecPosition.z;
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const float LOG2 = 1.442695;
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float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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if(gl_Fog.density == 1.0)
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fogFactor=1.0;
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vec3 normal = normalize(VNormal);
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vec3 viewVec = normalize(vViewVec);
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// Map a rainbowish color
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float v = dot(viewVec, normal);
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vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
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// Map a fresnel effect
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vec4 fresnel = texture2D(Fresnel, vec2(v, 0.0));
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//map the refection of the environment
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vec4 reflection = textureCube(Environment, reflVec);
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//add fringing fresnel and rainbow effects and modulate by transparency
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vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v);
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vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
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vec4 raincolor = vec4(reflfrescolor.rgb, 1.0) * transparency;
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vec4 mixedcolor = mix(texel, raincolor, transparency);
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//the final reflection
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vec4 ambient_correction = mix(gl_LightSource[0].ambient, vec4(1.0, 1.0, 0.9, 1.0), 0.5) * correction;
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vec4 reflColor = color * mixedcolor + specular + ambient_correction ;
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reflColor = clamp(reflColor, 0.0, 1.0);
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gl_FragColor = mix(gl_Fog.color, reflColor, fogFactor);
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}
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58
Shaders/reflect.vert
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Shaders/reflect.vert
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec4 constantColor;
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varying vec3 vViewVec;
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varying vec3 reflVec;
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varying vec3 Diffuse;
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varying vec3 normal, lightDir, halfVector;
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varying float alpha, fogCoord;
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uniform mat4 osg_ViewMatrixInverse;
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//attribute vec3 tangent, binormal, normal;
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void main(void)
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{
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w;
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vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0)));
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vec3 b = normalize(cross(gl_Normal,t));
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vec3 n = normalize(gl_Normal);
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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Normal = normalize(gl_Normal);
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lightDir = normalize(vec3(gl_LightSource[0].position));
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halfVector = normalize(gl_LightSource[0].halfVector.xyz);
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Diffuse = gl_Color * gl_LightSource[0].diffuse;
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//Diffuse= gl_Color.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz));
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (gl_FrontMaterial.diffuse.a < 1.0)
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alpha = gl_FrontMaterial.diffuse.a;
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else
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alpha = gl_Color.a;
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fogCoord = abs(ecPosition3.z);
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// Vertex in eye coordinates
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vec3 vertVec = ecPosition.xyz;
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vViewVec.x = dot(t, vertVec);
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vViewVec.y = dot(b, vertVec);
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vViewVec.z = dot(n, vertVec);
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// calculate the reflection vector
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vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
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reflVec = normalize(gl_ModelViewMatrixInverse * reflect_eye);
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gl_FrontColor = gl_Color;
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constantColor = gl_FrontMaterial.emission
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+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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}
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