WS3.0: Initial commit of WS3.0 rendering
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Compositor/Effects/ws30.eff
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782
Compositor/Effects/ws30.eff
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<?xml version='1.0' encoding='UTF-8'?>
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<!-- World Scenery 3.0 Effect -->
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<PropertyList>
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<name>Effects/ws30</name>
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<!-- <inherits-from>another-effect</inherits-from> -->
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<parameters>
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<material>
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<ambient type="vec4d">
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0.2 .2 0.2 1.0
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</ambient>
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<diffuse type="vec4d">
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.8 .8 .8 1.0
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</diffuse>
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<specular type="vec4d">
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0.0 0.0 0.0 1.0
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</specular>
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<emissive type="vec4d">
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0.0 0.0 0.0 1.0
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</emissive>
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<shininess>1.2</shininess>
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</material>
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<texture n="1">
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<image>Textures/Terrain/cropgrass1.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<!-- also repeat -->
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<!--
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<wrap-r>clamp-to-border</wrap-r>
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-->
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<!-- float, signed-integer, integer -->
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="2">
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<image>Textures/Terrain/city1.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<!-- also repeat -->
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<!--
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<wrap-r>clamp-to-border</wrap-r>
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-->
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<!-- float, signed-integer, integer -->
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="3">
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<image>Textures/Terrain/water.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<!-- also repeat -->
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<!--
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<wrap-r>clamp-to-border</wrap-r>
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-->
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<!-- float, signed-integer, integer -->
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="10">
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<image>Textures/Terrain/snow3.png</image>
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<type>2d</type>
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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="11">
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<image>Textures/Terrain/void.png</image>
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<type>2d</type>
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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="12">
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<image>Textures/Terrain/void.png</image>
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<type>2d</type>
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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="13">
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<image>Textures/Terrain/rock_alt.png</image>
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<type>2d</type>
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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="14">
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<image>Textures/Terrain/grain_texture.png</image>
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<type>2d</type>
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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="15">
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<image>Textures/Terrain/void.png</image>
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<type>2d</type>
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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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<transparent>false</transparent>
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<render-bin>
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<bin-number>0</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<material-id>0</material-id>
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<grain_strength>0.5</grain_strength>
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<intrinsic_wetness>0.0</intrinsic_wetness>
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<transition_model>0.5</transition_model>
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<hires_overlay_bias>0.0</hires_overlay_bias>
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<dot_density>1.0</dot_density>
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<dot_size>1.0</dot_size>
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<dust_resistance>1.0</dust_resistance>
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<rock_strata>0</rock_strata>
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<raise_vertex type="bool">false</raise_vertex>
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<visibility>
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<use>/environment/ground-visibility-m</use>
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</visibility>
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<avisibility>
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<use>/environment/visibility-m</use>
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</avisibility>
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<lthickness>
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<use>/environment/ground-haze-thickness-m</use>
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</lthickness>
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<scattering>
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<use>/rendering/scene/scattering</use>
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</scattering>
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<ground_scattering>
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<use>/environment/surface/scattering</use>
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</ground_scattering>
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<terminator>
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<use>/environment/terminator-relative-position-m</use>
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</terminator>
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<terrain_alt>
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<use>/environment/mean-terrain-elevation-m</use>
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</terrain_alt>
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<overcast>
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<use>/rendering/scene/overcast</use>
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</overcast>
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<eye_alt>
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<use>/sim/rendering/eye-altitude-m</use>
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</eye_alt>
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<snow_level>
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<use>/environment/snow-level-m</use>
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</snow_level>
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<snow_thickness_factor>
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<use>/environment/surface/snow-thickness-factor</use>
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</snow_thickness_factor>
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<dust_cover_factor>
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<use>/environment/surface/dust-cover-factor</use>
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</dust_cover_factor>
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<lichen_cover_factor>
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<use>/environment/surface/lichen-cover-factor</use>
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</lichen_cover_factor>
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<wetness>
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<use>/environment/surface/wetness</use>
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</wetness>
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<fogtype>
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<use>/sim/rendering/shaders/skydome</use>
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</fogtype>
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<fogstructure>
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<use>/environment/fog-structure</use>
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</fogstructure>
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<cloud_self_shading>
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<use>/environment/cloud-self-shading</use>
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</cloud_self_shading>
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<moonlight>
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<use>/environment/moonlight</use>
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</moonlight>
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<season>
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<use>/environment/season</use>
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</season>
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<air_pollution>
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<use>/environment/air-pollution-norm</use>
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</air_pollution>
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<delta_T>
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<use>/environment/surface/delta-T-soil</use>
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</delta_T>
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<wind_effects>
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<use>/sim/rendering/shaders/wind-effects</use>
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</wind_effects>
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<windE>
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<use>/environment/sea/surface/wind-from-east-fps</use>
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</windE>
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<windN>
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<use>/environment/sea/surface/wind-from-north-fps</use>
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</windN>
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<display_xsize>
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<use>/sim/startup/xsize</use>
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</display_xsize>
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<display_ysize>
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<use>/sim/startup/ysize</use>
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</display_ysize>
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<view_pitch_offset>
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<use>/sim/current-view/pitch-offset-deg</use>
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</view_pitch_offset>
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<view_heading_offset>
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<use>/sim/current-view/heading-offset-deg</use>
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</view_heading_offset>
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<view_fov>
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<use>/sim/current-view/field-of-view</use>
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</view_fov>
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<use_searchlight>
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<use>/sim/rendering/als-secondary-lights/use-searchlight</use>
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</use_searchlight>
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<use_landing_light>
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<use>/sim/rendering/als-secondary-lights/use-landing-light</use>
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</use_landing_light>
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<use_alt_landing_light>
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<use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use>
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</use_alt_landing_light>
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<landing_light1_offset>
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<use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use>
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</landing_light1_offset>
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<landing_light2_offset>
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<use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use>
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</landing_light2_offset>
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<landing_light3_offset>
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<use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use>
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</landing_light3_offset>
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<quality_level>
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<use>/sim/rendering/shaders/landmass</use>
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</quality_level>
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<tquality_level>
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<use>/sim/rendering/shaders/transition</use>
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</tquality_level>
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<use_filtering>
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<use>/sim/rendering/als-filters/use-filtering</use>
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</use_filtering>
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<gamma>
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<use>/sim/rendering/als-filters/gamma</use>
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</gamma>
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<brightness>
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<use>/sim/rendering/als-filters/brightness</use>
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</brightness>
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<fact_grey>
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<use>/sim/rendering/als-filters/grey-factor</use>
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</fact_grey>
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<fact_black>
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<use>/sim/rendering/als-filters/black-factor</use>
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</fact_black>
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<use_night_vision>
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<use>/sim/rendering/als-filters/use-night-vision</use>
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</use_night_vision>
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<use_IR_vision>
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<use>/sim/rendering/als-filters/use-IR-vision</use>
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</use_IR_vision>
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<cloudpos1_x>
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<use>/local-weather/cloud-shadows/cloudpos-x[0]</use>
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</cloudpos1_x>
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<cloudpos1_y>
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<use>/local-weather/cloud-shadows/cloudpos-y[0]</use>
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</cloudpos1_y>
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<cloudpos2_x>
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<use>/local-weather/cloud-shadows/cloudpos-x[1]</use>
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</cloudpos2_x>
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<cloudpos2_y>
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<use>/local-weather/cloud-shadows/cloudpos-y[1]</use>
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</cloudpos2_y>
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<cloudpos3_x>
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<use>/local-weather/cloud-shadows/cloudpos-x[2]</use>
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</cloudpos3_x>
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<cloudpos3_y>
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<use>/local-weather/cloud-shadows/cloudpos-y[2]</use>
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</cloudpos3_y>
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<cloudpos4_x>
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<use>/local-weather/cloud-shadows/cloudpos-x[3]</use>
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</cloudpos4_x>
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<cloudpos4_y>
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<use>/local-weather/cloud-shadows/cloudpos-y[3]</use>
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</cloudpos4_y>
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<cloudpos5_x>
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<use>/local-weather/cloud-shadows/cloudpos-x[4]</use>
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</cloudpos5_x>
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<cloudpos5_y>
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<use>/local-weather/cloud-shadows/cloudpos-y[4]</use>
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</cloudpos5_y>
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<cloudpos6_x>
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<use>/local-weather/cloud-shadows/cloudpos-x[5]</use>
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</cloudpos6_x>
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<cloudpos6_y>
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<use>/local-weather/cloud-shadows/cloudpos-y[5]</use>
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</cloudpos6_y>
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<cloudpos7_x>
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<use>/local-weather/cloud-shadows/cloudpos-x[6]</use>
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</cloudpos7_x>
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<cloudpos7_y>
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<use>/local-weather/cloud-shadows/cloudpos-y[6]</use>
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</cloudpos7_y>
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<cloudpos8_x>
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<use>/local-weather/cloud-shadows/cloudpos-x[7]</use>
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</cloudpos8_x>
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<cloudpos8_y>
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<use>/local-weather/cloud-shadows/cloudpos-y[7]</use>
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</cloudpos8_y>
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<cloudpos9_x>
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<use>/local-weather/cloud-shadows/cloudpos-x[8]</use>
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</cloudpos9_x>
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<cloudpos9_y>
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<use>/local-weather/cloud-shadows/cloudpos-y[8]</use>
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</cloudpos9_y>
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<cloudpos10_x>
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<use>/local-weather/cloud-shadows/cloudpos-x[9]</use>
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</cloudpos10_x>
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<cloudpos10_y>
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<use>/local-weather/cloud-shadows/cloudpos-y[9]</use>
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</cloudpos10_y>
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<cloudpos11_x>
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<use>/local-weather/cloud-shadows/cloudpos-x[10]</use>
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</cloudpos11_x>
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<cloudpos11_y>
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<use>/local-weather/cloud-shadows/cloudpos-y[10]</use>
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</cloudpos11_y>
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<cloudpos12_x>
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<use>/local-weather/cloud-shadows/cloudpos-x[11]</use>
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</cloudpos12_x>
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<cloudpos12_y>
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<use>/local-weather/cloud-shadows/cloudpos-y[11]</use>
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</cloudpos12_y>
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<cloudpos13_x>
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<use>/local-weather/cloud-shadows/cloudpos-x[12]</use>
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</cloudpos13_x>
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<cloudpos13_y>
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||||
<use>/local-weather/cloud-shadows/cloudpos-y[12]</use>
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</cloudpos13_y>
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<cloudpos14_x>
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||||
<use>/local-weather/cloud-shadows/cloudpos-x[13]</use>
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</cloudpos14_x>
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<cloudpos14_y>
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||||
<use>/local-weather/cloud-shadows/cloudpos-y[13]</use>
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||||
</cloudpos14_y>
|
||||
<cloudpos15_x>
|
||||
<use>/local-weather/cloud-shadows/cloudpos-x[14]</use>
|
||||
</cloudpos15_x>
|
||||
<cloudpos15_y>
|
||||
<use>/local-weather/cloud-shadows/cloudpos-y[14]</use>
|
||||
</cloudpos15_y>
|
||||
<cloudpos16_x>
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||||
<use>/local-weather/cloud-shadows/cloudpos-x[15]</use>
|
||||
</cloudpos16_x>
|
||||
<cloudpos16_y>
|
||||
<use>/local-weather/cloud-shadows/cloudpos-y[15]</use>
|
||||
</cloudpos16_y>
|
||||
<cloudpos17_x>
|
||||
<use>/local-weather/cloud-shadows/cloudpos-x[16]</use>
|
||||
</cloudpos17_x>
|
||||
<cloudpos17_y>
|
||||
<use>/local-weather/cloud-shadows/cloudpos-y[16]</use>
|
||||
</cloudpos17_y>
|
||||
<cloudpos18_x>
|
||||
<use>/local-weather/cloud-shadows/cloudpos-x[17]</use>
|
||||
</cloudpos18_x>
|
||||
<cloudpos18_y>
|
||||
<use>/local-weather/cloud-shadows/cloudpos-y[17]</use>
|
||||
</cloudpos18_y>
|
||||
<cloudpos19_x>
|
||||
<use>/local-weather/cloud-shadows/cloudpos-x[18]</use>
|
||||
</cloudpos19_x>
|
||||
<cloudpos19_y>
|
||||
<use>/local-weather/cloud-shadows/cloudpos-y[18]</use>
|
||||
</cloudpos19_y>
|
||||
<cloudpos20_x>
|
||||
<use>/local-weather/cloud-shadows/cloudpos-x[19]</use>
|
||||
</cloudpos20_x>
|
||||
<cloudpos20_y>
|
||||
<use>/local-weather/cloud-shadows/cloudpos-y[19]</use>
|
||||
</cloudpos20_y>
|
||||
<cloudpos_n_x>
|
||||
<use>/local-weather/cloud-shadows/nearest-cloudpos-x</use>
|
||||
</cloudpos_n_x>
|
||||
<cloudpos_n_y>
|
||||
<use>/local-weather/cloud-shadows/nearest-cloudpos-y</use>
|
||||
</cloudpos_n_y>
|
||||
<cloud_shadow_flag>
|
||||
<use>/local-weather/cloud-shadows/cloud-shadow-flag</use>
|
||||
</cloud_shadow_flag>
|
||||
<!-- BEGIN shadows include -->
|
||||
<shadows_enabled>
|
||||
<use>/sim/rendering/als/shadows/enabled</use>
|
||||
</shadows_enabled>
|
||||
<sun_atlas_size>
|
||||
<use>/sim/rendering/als/shadows/sun-atlas-size</use>
|
||||
</sun_atlas_size>
|
||||
<!-- END shadows include -->
|
||||
</parameters>
|
||||
<!-- put techniques at a "high" index to allow derived effects to
|
||||
insert their own techniques first. -->
|
||||
<technique n="19">
|
||||
<scheme>als-lighting</scheme>
|
||||
<predicate>
|
||||
<and>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<glversion/>
|
||||
</less-equal>
|
||||
<and>
|
||||
<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>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient><use>material/ambient</use></ambient>
|
||||
<diffuse><use>material/diffuse</use></diffuse>
|
||||
<specular><use>material/specular</use></specular>
|
||||
<emissive><use>material/emissive</use></emissive>
|
||||
<shininess><use>material/shininess</use></shininess>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<alpha-test><use>transparent</use></alpha-test>
|
||||
<shade-model>smooth</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number>-1</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<type><use>texture[0]/type</use></type>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[0]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader n="0">Shaders/Default/include_fog.vert</vertex-shader>
|
||||
<vertex-shader n="1">Shaders/Default/default.vert</vertex-shader>
|
||||
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
|
||||
<fragment-shader n="1">Shaders/Default/terrain-nocolor.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<color-mask type="vec4d">0 0 0 0</color-mask>
|
||||
</pass> -->
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient>
|
||||
<use>material/ambient</use>
|
||||
</ambient>
|
||||
<diffuse>
|
||||
<use>material/diffuse</use>
|
||||
</diffuse>
|
||||
<specular>
|
||||
<use>material/specular</use>
|
||||
</specular>
|
||||
<emissive>
|
||||
<use>material/emissive</use>
|
||||
</emissive>
|
||||
<shininess>
|
||||
<use>material/shininess</use>
|
||||
</shininess>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<blend>
|
||||
<use>transparent</use>
|
||||
</blend>
|
||||
<alpha-test>
|
||||
<use>transparent</use>
|
||||
</alpha-test>
|
||||
<shade-model>smooth</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number>
|
||||
<use>render-bin/bin-number</use>
|
||||
</bin-number>
|
||||
<bin-name>
|
||||
<use>render-bin/bin-name</use>
|
||||
</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image>
|
||||
<use>texture[0]/image</use>
|
||||
</image>
|
||||
<filter>
|
||||
<use>texture[0]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[0]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[0]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
|
||||
<texture-unit>
|
||||
<unit>1</unit>
|
||||
<image>
|
||||
<use>texture[1]/image</use>
|
||||
</image>
|
||||
<filter>
|
||||
<use>texture[1]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[1]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[1]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[1]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>2</unit>
|
||||
<image>
|
||||
<use>texture[2]/image</use>
|
||||
</image>
|
||||
<filter>
|
||||
<use>texture[2]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[2]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[2]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[2]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
|
||||
<texture-unit>
|
||||
<unit>3</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>
|
||||
<vertex-shader>Shaders/ALS/generic-base.vert</vertex-shader>
|
||||
<vertex-shader>Shaders/ALS/shadows-include.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/ALS/ws30.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/ALS/shadows-include.frag</fragment-shader>
|
||||
</program>
|
||||
<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>scattering</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>scattering</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>ground_scattering</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>ground_scattering</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terminator</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>terminator</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terrain_alt</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>terrain_alt</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>overcast</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>overcast</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>eye_alt</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>eye_alt</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloud_self_shading</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>cloud_self_shading</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>moonlight</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>moonlight</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>air_pollution</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>air_pollution</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<!-- filtering -->
|
||||
<uniform>
|
||||
<name>gamma</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>gamma</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>brightness</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>brightness</use>
|
||||
</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>use_filtering</name>
|
||||
<type>bool</type>
|
||||
<value>
|
||||
<use>use_filtering</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>delta_T</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>delta_T</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fact_grey</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>fact_grey</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fact_black</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>fact_black</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>display_xsize</name>
|
||||
<type>int</type>
|
||||
<value>
|
||||
<use>display_xsize</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>display_ysize</name>
|
||||
<type>int</type>
|
||||
<value>
|
||||
<use>display_ysize</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>landclass</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>texture1</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">1</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>texture2</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">2</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>texture3</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">3</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>colorMode</name>
|
||||
<type>int</type>
|
||||
<value>2</value>
|
||||
<!-- AMBIENT_AND_DIFFUSE -->
|
||||
</uniform>
|
||||
<!-- BEGIN shadows include -->
|
||||
<uniform>
|
||||
<name>shadow_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">10</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>shadows_enabled</name>
|
||||
<type>bool</type>
|
||||
<value>
|
||||
<use>shadows_enabled</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>sun_atlas_size</name>
|
||||
<type>int</type>
|
||||
<value>
|
||||
<use>sun_atlas_size</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<!-- END shadows include -->
|
||||
<depth>
|
||||
<function>lequal</function>
|
||||
<!-- <write-mask type="bool">false</write-mask> -->
|
||||
</depth>
|
||||
</pass>
|
||||
</technique>
|
||||
</PropertyList>
|
278
Compositor/Shaders/ALS/ws30.frag
Normal file
278
Compositor/Shaders/ALS/ws30.frag
Normal file
|
@ -0,0 +1,278 @@
|
|||
// WS30 FRAGMENT SHADER
|
||||
|
||||
// -*-C++-*-
|
||||
#version 120
|
||||
|
||||
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||||
// Ambient term comes in gl_Color.rgb.
|
||||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
|
||||
|
||||
uniform float fg_Fcoef;
|
||||
|
||||
uniform sampler2D landclass;
|
||||
uniform sampler2D texture1;
|
||||
uniform sampler2D texture2;
|
||||
uniform sampler2D texture3;
|
||||
|
||||
|
||||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
|
||||
varying float flogz;
|
||||
|
||||
|
||||
uniform float visibility;
|
||||
uniform float avisibility;
|
||||
uniform float scattering;
|
||||
uniform float terminator;
|
||||
uniform float terrain_alt;
|
||||
uniform float hazeLayerAltitude;
|
||||
uniform float overcast;
|
||||
uniform float eye_alt;
|
||||
uniform float cloud_self_shading;
|
||||
|
||||
const float EarthRadius = 5800000.0;
|
||||
const float terminator_width = 200000.0;
|
||||
|
||||
float alt;
|
||||
float eShade;
|
||||
|
||||
float fog_func (in float targ, in float alt);
|
||||
vec3 get_hazeColor(in float light_arg);
|
||||
vec3 filter_combined (in vec3 color) ;
|
||||
|
||||
float getShadowing();
|
||||
|
||||
float luminance(vec3 color)
|
||||
{
|
||||
return dot(vec3(0.212671, 0.715160, 0.072169), color);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
// this is taken from default.frag
|
||||
vec3 n;
|
||||
float NdotL, NdotHV, fogFactor;
|
||||
vec4 color = gl_Color;
|
||||
vec3 lightDir = gl_LightSource[0].position.xyz;
|
||||
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
|
||||
vec4 texel;
|
||||
vec4 lc;
|
||||
vec4 fragColor;
|
||||
vec4 specular = vec4(0.0);
|
||||
float intensity;
|
||||
|
||||
float effective_scattering = min(scattering, cloud_self_shading);
|
||||
|
||||
|
||||
vec4 light_specular = gl_LightSource[0].specular;
|
||||
|
||||
// If gl_Color.a == 0, this is a back-facing polygon and the
|
||||
// normal should be reversed.
|
||||
n = (2.0 * gl_Color.a - 1.0) * normal;
|
||||
n = normalize(n);
|
||||
|
||||
NdotL = dot(n, lightDir);
|
||||
if (NdotL > 0.0) {
|
||||
float shadowmap = getShadowing();
|
||||
color += diffuse_term * NdotL * shadowmap;
|
||||
NdotHV = max(dot(n, halfVector), 0.0);
|
||||
if (gl_FrontMaterial.shininess > 0.0)
|
||||
specular.rgb = (gl_FrontMaterial.specular.rgb
|
||||
* light_specular.rgb
|
||||
* pow(NdotHV, gl_FrontMaterial.shininess)
|
||||
* shadowmap);
|
||||
}
|
||||
color.a = diffuse_term.a;
|
||||
// This shouldn't be necessary, but our lighting becomes very
|
||||
// saturated. Clamping the color before modulating by the texture
|
||||
// is closer to what the OpenGL fixed function pipeline does.
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
|
||||
/*
|
||||
landclass = texture2D(texture, gl_TexCoord[0].st);
|
||||
texel = (landclass.r > 0.148) * texture2D(texture, gl_TexCoord[3].st) +
|
||||
(landclass.g < 0.02) * texture2D(texture, gl_TexCoord[2].st) +
|
||||
(1 - ((landclass.r > 0.148) || (landclass.g < 0.02))) * texture2D(texture, gl_TexCoord[1].st);
|
||||
*/
|
||||
lc = texture2D(landclass, gl_TexCoord[0].st);
|
||||
if (lc.r > 0.148) {
|
||||
// Water
|
||||
texel = texture2D(texture3, gl_TexCoord[0].st);
|
||||
} else if (lc.g > 0.02) {
|
||||
texel = texture2D(texture1, gl_TexCoord[0].st);
|
||||
} else {
|
||||
texel = texture2D(texture2, gl_TexCoord[0].st);
|
||||
}
|
||||
|
||||
//texel = texture2D(texture, gl_TexCoord[0].st);
|
||||
fragColor = color * texel + specular;
|
||||
|
||||
|
||||
|
||||
// here comes the terrain haze model
|
||||
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
float dist = length(relPos);
|
||||
|
||||
float mvisibility = min(visibility,avisibility);
|
||||
|
||||
if (dist > 0.04 * mvisibility)
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
|
||||
|
||||
float transmission;
|
||||
float vAltitude;
|
||||
float delta_zv;
|
||||
float H;
|
||||
float distance_in_layer;
|
||||
float transmission_arg;
|
||||
|
||||
// angle with horizon
|
||||
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
||||
|
||||
|
||||
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
|
||||
|
||||
if (delta_z > 0.0) // we're inside the layer
|
||||
{
|
||||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,mvisibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
{
|
||||
H = dist * ct;
|
||||
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
|
||||
else {distance_in_layer = dist;}
|
||||
vAltitude = min(distance_in_layer,visibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
}
|
||||
else // we see the layer from above, delta_z < 0.0
|
||||
{
|
||||
H = dist * -ct;
|
||||
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
|
||||
{
|
||||
distance_in_layer = 0.0;
|
||||
delta_zv = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
vAltitude = H + delta_z;
|
||||
distance_in_layer = vAltitude/H * dist;
|
||||
vAltitude = min(distance_in_layer,visibility) * (-ct);
|
||||
delta_zv = vAltitude;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ground haze cannot be thinner than aloft visibility in the model,
|
||||
// so we need to use aloft visibility otherwise
|
||||
|
||||
|
||||
transmission_arg = (dist-distance_in_layer)/avisibility;
|
||||
|
||||
|
||||
float eqColorFactor;
|
||||
|
||||
|
||||
|
||||
if (visibility < avisibility)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/visibility);
|
||||
// this combines the Weber-Fechner intensity
|
||||
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_scattering);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
|
||||
// this combines the Weber-Fechner intensity
|
||||
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering);
|
||||
}
|
||||
|
||||
|
||||
|
||||
transmission = fog_func(transmission_arg, alt);
|
||||
|
||||
// there's always residual intensity, we should never be driven to zero
|
||||
if (eqColorFactor < 0.2) {eqColorFactor = 0.2;}
|
||||
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
vec3 hazeColor = get_hazeColor(lightArg);
|
||||
|
||||
|
||||
|
||||
// now dim the light for haze
|
||||
eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
|
||||
|
||||
// Mie-like factor
|
||||
|
||||
if (lightArg < 10.0)
|
||||
{intensity = length(hazeColor);
|
||||
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
|
||||
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
|
||||
}
|
||||
|
||||
// high altitude desaturation of the haze color
|
||||
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
|
||||
|
||||
// blue hue of haze
|
||||
|
||||
hazeColor.x = hazeColor.x * 0.83;
|
||||
hazeColor.y = hazeColor.y * 0.9;
|
||||
|
||||
|
||||
// additional blue in indirect light
|
||||
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
|
||||
|
||||
// change haze color to blue hue for strong fogging
|
||||
//intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
|
||||
|
||||
|
||||
// reduce haze intensity when looking at shaded surfaces, only in terminator region
|
||||
|
||||
float shadow = mix( min(1.0 + dot(normal,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
|
||||
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
||||
|
||||
|
||||
|
||||
|
||||
// don't let the light fade out too rapidly
|
||||
lightArg = (terminator + 200000.0)/100000.0;
|
||||
float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
|
||||
vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
|
||||
hazeColor *= eqColorFactor * eShade;
|
||||
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
|
||||
|
||||
// determine the right mix of transmission and haze
|
||||
|
||||
fragColor.rgb = mix(hazeColor, fragColor.rgb,transmission);
|
||||
}
|
||||
|
||||
fragColor.rgb = filter_combined(fragColor.rgb);
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
// logarithmic depth
|
||||
gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
|
||||
}
|
||||
|
|
@ -11,6 +11,33 @@
|
|||
|
||||
<PropertyList>
|
||||
|
||||
<material n="3000">
|
||||
<name>ws30</name>
|
||||
<effect>Effects/ws30</effect>
|
||||
<xsize>2000</xsize>
|
||||
<ysize>2000</ysize>
|
||||
<light-coverage>4000000.0</light-coverage>
|
||||
<diffuse>
|
||||
<r>0.93</r>
|
||||
<g>0.95</g>
|
||||
<b>0.93</b>
|
||||
<a>1.0</a>
|
||||
</diffuse>
|
||||
<specular>
|
||||
<r>0.1</r>
|
||||
<g>0.12</g>
|
||||
<b>0.1</b>
|
||||
<a>1.0</a>
|
||||
</specular>
|
||||
<shininess>1.2</shininess>
|
||||
<solid>1</solid>
|
||||
<friction-factor>0.7</friction-factor>
|
||||
<rolling-friction>0.1</rolling-friction>
|
||||
<bumpiness>0.15</bumpiness>
|
||||
<load-resistance>1e30</load-resistance>
|
||||
</material>
|
||||
|
||||
|
||||
<!-- Signage -->
|
||||
|
||||
<material n="1000">
|
||||
|
|
Loading…
Reference in a new issue