Merge branch 'master' of D:\Git_New\fgdata
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commit
475cd381e4
4 changed files with 117 additions and 4 deletions
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Aircraft/c172p/Models/Effects/glass</name>
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<inherits-from>Effects/model-combined</inherits-from>
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<inherits-from>Effects/model-combined-transparent</inherits-from>
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<parameters>
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<normalmap-enabled type="int">0</normalmap-enabled>
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<lightmap-enabled type="int">0</lightmap-enabled>
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@ -14,7 +14,7 @@ To use this on your aircraft model, you are advised to create a local effect tha
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2. for automatic Rembrandt support on transparent objects (glass) use this:
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<name>my-aircraft-glass-effect</name>
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<inherits-from>Effects/model-combined</inherits-from>
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<inherits-from>Effects/model-combined-transparent</inherits-from>
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The only modeller-adjustable settings are those found in the parameters section and listed here. There are other entries in the parameters section, but those are for internal use only, please don't mess with them.
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@ -7,8 +7,8 @@ Remove unnedeed settings.
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WARNING: do not remove the Transparency include at the end-->
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<PropertyList>
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<name><!--my/effect/name--></name>
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<inherits-from>Effects/model-combined</inherits-from>
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<name><!--my/effect/name--></name>
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<inherits-from>Effects/model-combined-transparent</inherits-from>
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<parameters>
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<!-- Normal Map -->
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<normalmap-enabled type="int"> 0 </normalmap-enabled>
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113
Effects/model-combined-transparent.eff
Normal file
113
Effects/model-combined-transparent.eff
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@ -0,0 +1,113 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Stub effect file for transparent Rembrandt ported model-combined,
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to provide glass/transparent surfaces with the ubershader active,
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and fallback to plain transparency when the model shader is disabled.
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-->
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<PropertyList>
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<name>Effects/model-combined-transparent</name>
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<inherits-from>Effects/model-combined</inherits-from>
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<technique n="7">
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<predicate>
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<and>
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<equal>
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<property>/sim/rendering/shaders/model</property>
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<value type="int">0</value>
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</equal>
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<property>/sim/rendering/rembrandt/enabled</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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<depth>
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<write-mask type="bool">false</write-mask>
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</depth>
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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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<render-bin>
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<bin-number>111</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<texture-unit>
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<active>
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<use>texture[0]/active</use>
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</active>
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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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<!--
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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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-->
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<environment>
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<mode>modulate</mode>
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</environment>
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</texture-unit>
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<!-- A two-sided lighting model is set by default near the root
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of the scene graph. Perhaps that ought to be set in this
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effect?
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-->
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</pass>
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</technique>
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</PropertyList>
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