Make water efect use png textures by default, and rely on their dds counterparts only when using the dds materials file.
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
This commit is contained in:
parent
664c55c62a
commit
6ef4f5eca0
14 changed files with 230 additions and 174 deletions
50
Effects/water-dds.eff
Normal file
50
Effects/water-dds.eff
Normal file
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@ -0,0 +1,50 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/water-dds</name>
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<inherits-from>Effects/water</inherits-from>
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<parameters>
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<texture n="0">
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<image>Textures/Water/water-reflection.dds</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="2">
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<image>Textures/Water/waves-ver10-nm.dds</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="3">
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<image>Textures/Water/water_sine_nmap.dds</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="4">
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<image>Textures/Water/water-reflection-grey.dds</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="5">
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<image>Textures/Water/sea_foam.dds</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="6">
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<image>Textures/Water/perlin-noise-nm.dds</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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<normalmap_dds type="float">1.0</normalmap_dds>
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</parameters>
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</PropertyList>
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@ -11,14 +11,14 @@
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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/Water/waves-ver10-nm.dds</image>
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<image>Textures/Water/waves-ver10-nm.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="3">
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<image>Textures/Water/water_sine_nmap.dds</image>
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<image>Textures/Water/water_sine_nmap.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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@ -32,19 +32,20 @@
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="5">
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<image>Textures/Water/sea_foam.dds</image>
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<image>Textures/Water/sea_foam.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="6">
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<image>Textures/Water/perlin-noise-nm.dds</image>
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<image>Textures/Water/perlin-noise-nm.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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<normalmap_dds type="float">0.0</normalmap_dds>
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<saturation>
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<use>/rendering/scene/saturation</use>
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</saturation>
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@ -331,6 +332,14 @@
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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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<!-- normalmap is .dds-->
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<uniform>
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<name>normalmap_dds</name>
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<type>float</type>
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<value>
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<use>normalmap_dds</use>
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</value>
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</uniform>
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<uniform>
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<name>saturation</name>
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<type>float</type>
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@ -542,7 +551,7 @@
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<use>render-bin/bin-name</use>
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</bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<image>
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@ -687,6 +696,14 @@
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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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<!-- normalmap is .dds-->
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<uniform>
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<name>normalmap_dds</name>
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<type>float</type>
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<value>
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<use>normalmap_dds</use>
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</value>
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</uniform>
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<uniform>
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<name>saturation</name>
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<type>float</type>
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@ -1044,6 +1061,14 @@
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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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<!-- normalmap is .dds-->
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<uniform>
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<name>normalmap_dds</name>
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<type>float</type>
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<value>
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<use>normalmap_dds</use>
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</value>
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</uniform>
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<uniform>
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<name>saturation</name>
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<type>float</type>
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@ -400,111 +400,6 @@ Shared parameters for various materials.
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<bumpiness>0.1</bumpiness>
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</material>
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<material n="2005">
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<name>Ocean</name>
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<effect>Effects/water</effect>
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<texture>Terrain/water.png</texture>
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<xsize>400</xsize>
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<ysize>400</ysize>
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<object-group>
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<range-m>40000</range-m>
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<object>
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<path>Models/Geometry/container_carrier.ac</path>
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<coverage-m2>500000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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</object-group>
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<object-group>
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<range-m>40000</range-m>
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<object>
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<path>Models/Maritime/Civilian/ContainerShip.xml</path>
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<coverage-m2>500000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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</object-group>
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<object-group>
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<range-m>40000</range-m>
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<object>
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<path>Models/Maritime/Civilian/Trawler.xml</path>
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<coverage-m2>500000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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<object>
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<path>Models/Maritime/Civilian/Trawler.xml</path>
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<coverage-m2>500000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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<object>
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<path>Models/Maritime/Civilian/Trawler.xml</path>
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<coverage-m2>500000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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</object-group>
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<object-group>
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<range-m>40000</range-m>
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<object>
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<path>Models/Maritime/Civilian/Freighter.xml</path>
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<coverage-m2>500000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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</object-group>
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<object-group>
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<range-m>40000</range-m>
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<object>
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<path>Models/Maritime/Civilian/LargeTrawler.xml</path>
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<coverage-m2>500000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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</object-group>
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<object-group>
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<range-m>40000</range-m>
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<object>
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<path>Models/Maritime/Civilian/SailBoatUnderSail.xml</path>
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<coverage-m2>500000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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</object-group>
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<object-group>
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<range-m>40000</range-m>
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<object>
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<path>Models/Maritime/Civilian/CruiseShip.xml</path>
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<coverage-m2>5000000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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</object-group>
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<object-group>
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<range-m>40000</range-m>
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<object>
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<path>Models/Maritime/Civilian/MPPShip.xml</path>
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<coverage-m2>5000000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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</object-group>
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<ambient>
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<r>0.0</r>
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<g>0.0</g>
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<b>0.0</b>
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<a>1.0</a>
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</ambient>
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<diffuse>
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<r>0.4</r>
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<g>0.4</g>
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<b>0.4</b>
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<a>1.0</a>
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</diffuse>
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<specular>
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<r>0.0</r>
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<g>0.0</g>
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<b>0.2</b>
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<a>1.0</a>
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</specular>
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<shininess>0</shininess>
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<solid>0</solid>
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<rolling-friction>2</rolling-friction>
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<bumpiness>0.8</bumpiness>
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</material>
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<material n="2006">
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<name>BarrenCover</name>
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<name>Dirt</name>
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102
Materials/base/water.xml
Normal file
102
Materials/base/water.xml
Normal file
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@ -0,0 +1,102 @@
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<?xml version="1.0"?>
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<!-- common water settings -->
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<PropertyList>
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<xsize>400</xsize>
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<ysize>400</ysize>
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<object-group>
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<range-m>40000</range-m>
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<object>
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<path>Models/Geometry/container_carrier.ac</path>
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<coverage-m2>500000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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</object-group>
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<object-group>
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<range-m>40000</range-m>
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<object>
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<path>Models/Maritime/Civilian/ContainerShip.xml</path>
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<coverage-m2>500000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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</object-group>
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<object-group>
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<range-m>40000</range-m>
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<object>
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<path>Models/Maritime/Civilian/Trawler.xml</path>
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<coverage-m2>500000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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<object>
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<path>Models/Maritime/Civilian/Trawler.xml</path>
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<coverage-m2>500000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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<object>
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<path>Models/Maritime/Civilian/Trawler.xml</path>
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<coverage-m2>500000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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</object-group>
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<object-group>
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<range-m>40000</range-m>
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<object>
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<path>Models/Maritime/Civilian/Freighter.xml</path>
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<coverage-m2>500000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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</object-group>
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<object-group>
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<range-m>40000</range-m>
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<object>
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<path>Models/Maritime/Civilian/LargeTrawler.xml</path>
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<coverage-m2>500000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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</object-group>
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<object-group>
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<range-m>40000</range-m>
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<object>
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<path>Models/Maritime/Civilian/SailBoatUnderSail.xml</path>
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<coverage-m2>500000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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</object-group>
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<object-group>
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<range-m>40000</range-m>
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<object>
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<path>Models/Maritime/Civilian/CruiseShip.xml</path>
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<coverage-m2>5000000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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</object-group>
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<object-group>
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<range-m>40000</range-m>
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<object>
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<path>Models/Maritime/Civilian/MPPShip.xml</path>
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<coverage-m2>5000000000</coverage-m2>
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<heading-type>random</heading-type>
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</object>
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</object-group>
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<ambient>
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<r>0.0</r>
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<g>0.0</g>
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<b>0.0</b>
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<a>1.0</a>
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</ambient>
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<diffuse>
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<r>0.4</r>
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<g>0.4</g>
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<b>0.4</b>
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<a>1.0</a>
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</diffuse>
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<specular>
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<r>0.0</r>
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<g>0.0</g>
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<b>0.2</b>
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<a>1.0</a>
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</specular>
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<shininess>0</shininess>
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<solid>0</solid>
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<rolling-friction>2</rolling-friction>
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<bumpiness>0.8</bumpiness>
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</PropertyList>
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@ -897,7 +897,7 @@
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<b>0.02</b>
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<a>1.0</a>
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</emissive>
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<object-group include="Materials/base/urban-buildings.xml"/>
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<object-group include="Materials/base/urban-buildings.xml"/>
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<building-coverage>2500.0</building-coverage>
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<building-small-ratio>0.4</building-small-ratio>
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<building-small-min-floors>3</building-small-min-floors>
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@ -943,7 +943,7 @@
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<b>0.02</b>
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<a>1.0</a>
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</emissive>
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<object-group include="Materials/base/urban-buildings.xml"/>
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<object-group include="Materials/base/urban-buildings.xml"/>
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<building-coverage>2500.0</building-coverage>
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<building-small-ratio>0.4</building-small-ratio>
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<building-small-min-floors>3</building-small-min-floors>
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@ -991,7 +991,7 @@
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<b>0.02</b>
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<a>1.0</a>
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</emissive>
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<object-group include="Materials/base/industrial-buildings.xml"/>
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<object-group include="Materials/base/industrial-buildings.xml"/>
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</material>
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<material>
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@ -1004,7 +1004,7 @@
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<name>Town</name>
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<name>SubUrban</name>
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<texture>Terrain/Town1.png</texture>
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<object-mask>Terrain/Town1.mask.png</object-mask>
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<object-mask>Terrain/Town1.mask.png</object-mask>
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<xsize>1024</xsize>
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<ysize>1024</ysize>
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<light-coverage>100000.0</light-coverage>
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@ -1028,40 +1028,10 @@
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<tree-width-m>15.0</tree-width-m>
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</material>
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<material>
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<condition>
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<equals>
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<property>sim/startup/season</property>
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<value>summer</value>
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</equals>
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</condition>
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<effect>Effects/water</effect>
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<name>Lagoon</name>
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<texture>Terrain/water-lake.png</texture>
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<xsize>400</xsize>
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<ysize>400</ysize>
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<ambient>
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||||
<r>0.0</r>
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||||
<g>0.0</g>
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||||
<b>0.0</b>
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||||
<a>1.0</a>
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</ambient>
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<diffuse>
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<r>0.5</r>
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<g>0.5</g>
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||||
<b>0.5</b>
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||||
<a>1.0</a>
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</diffuse>
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<specular>
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<r>0.3</r>
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<g>0.3</g>
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<b>0.3</b>
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<a>1.0</a>
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</specular>
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<shininess>1.2</shininess>
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||||
<solid>0</solid>
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||||
<rolling-friction>1.5</rolling-friction>
|
||||
<bumpiness>0.6</bumpiness>
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||||
<material include="Materials/base/water.xml">
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<name>Ocean</name>
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||||
<effect>Effects/water-dds</effect>
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||||
<texture>Terrain/water.png</texture>
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||||
</material>
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||||
|
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<material>
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||||
|
@ -1789,7 +1759,7 @@
|
|||
<texture n="2">Terrain/city2-relief-light.png</texture>
|
||||
</texture-set>
|
||||
<object-mask>Terrain/city1.mask.png</object-mask>
|
||||
<object-mask>Terrain/city2.mask.png</object-mask>
|
||||
<object-mask>Terrain/city2.mask.png</object-mask>
|
||||
<object-mask>Terrain/city1.mask.png</object-mask>
|
||||
<object-mask>Terrain/city2.mask.png</object-mask>
|
||||
<xsize>1000</xsize>
|
||||
|
@ -1801,7 +1771,7 @@
|
|||
<b>0.02</b>
|
||||
<a>1.0</a>
|
||||
</emissive>
|
||||
<object-group include="Materials/base/urban-buildings.xml"/>
|
||||
<object-group include="Materials/base/urban-buildings.xml"/>
|
||||
<building-coverage>2500.0</building-coverage>
|
||||
<building-small-ratio>0.4</building-small-ratio>
|
||||
<building-small-min-floors>3</building-small-min-floors>
|
||||
|
@ -1842,7 +1812,7 @@
|
|||
<b>0.02</b>
|
||||
<a>1.0</a>
|
||||
</emissive>
|
||||
<object-group include="Materials/base/industrial-buildings.xml"/>
|
||||
<object-group include="Materials/base/industrial-buildings.xml"/>
|
||||
</material>
|
||||
|
||||
<material>
|
||||
|
@ -1855,7 +1825,7 @@
|
|||
<name>Town</name>
|
||||
<name>SubUrban</name>
|
||||
<texture>Terrain.winter/Town1.png</texture>
|
||||
<object-mask>Terrain/Town1.mask.png</object-mask>
|
||||
<object-mask>Terrain/Town1.mask.png</object-mask>
|
||||
<xsize>1024</xsize>
|
||||
<ysize>1024</ysize>
|
||||
<light-coverage>100000.0</light-coverage>
|
||||
|
|
|
@ -75,7 +75,7 @@
|
|||
<wrapu>false</wrapu>
|
||||
<wrapv>false</wrapv>
|
||||
</material>
|
||||
|
||||
|
||||
<material include="Materials/base/runway_effect.xml">
|
||||
<name>pa_stopway</name>
|
||||
<texture>Runway/pa_stopway.png</texture>
|
||||
|
@ -352,7 +352,7 @@
|
|||
<wrapu>false</wrapu>
|
||||
<wrapv>false</wrapv>
|
||||
</material>
|
||||
|
||||
|
||||
<material include="Materials/base/runway_effect.xml">
|
||||
<name>pc_stopway</name>
|
||||
<texture>Runway/pc_stopway.png</texture>
|
||||
|
@ -859,7 +859,7 @@
|
|||
<texture n="2">Terrain/city2-relief-light.png</texture>
|
||||
</texture-set>
|
||||
<object-mask>Terrain/city1.mask.png</object-mask>
|
||||
<object-mask>Terrain/city2.mask.png</object-mask>
|
||||
<object-mask>Terrain/city2.mask.png</object-mask>
|
||||
<xsize>1000</xsize>
|
||||
<ysize>1000</ysize>
|
||||
<light-coverage>100000.0</light-coverage>
|
||||
|
@ -869,7 +869,7 @@
|
|||
<b>0.02</b>
|
||||
<a>1.0</a>
|
||||
</emissive>
|
||||
<object-group include="Materials/base/urban-buildings.xml"/>
|
||||
<object-group include="Materials/base/urban-buildings.xml"/>
|
||||
<building-coverage>2500.0</building-coverage>
|
||||
<building-small-ratio>0.4</building-small-ratio>
|
||||
<building-small-min-floors>3</building-small-min-floors>
|
||||
|
@ -899,7 +899,7 @@
|
|||
<texture>Terrain/city1.png</texture>
|
||||
<texture>Terrain/city2.png</texture>
|
||||
<object-mask>Terrain/city1.mask.png</object-mask>
|
||||
<object-mask>Terrain/city2.mask.png</object-mask>
|
||||
<object-mask>Terrain/city2.mask.png</object-mask>
|
||||
<xsize>1000</xsize>
|
||||
<ysize>1000</ysize>
|
||||
<light-coverage>100000.0</light-coverage>
|
||||
|
@ -909,9 +909,9 @@
|
|||
<b>0.02</b>
|
||||
<a>1.0</a>
|
||||
</emissive>
|
||||
<object-group include="Materials/base/industrial-buildings.xml"/>
|
||||
<object-group include="Materials/base/industrial-buildings.xml"/>
|
||||
</material>
|
||||
|
||||
|
||||
<material>
|
||||
<condition>
|
||||
<equals>
|
||||
|
@ -922,7 +922,7 @@
|
|||
<name>Town</name>
|
||||
<name>SubUrban</name>
|
||||
<texture>Terrain/Town1.png</texture>
|
||||
<object-mask>Terrain/Town1.mask.png</object-mask>
|
||||
<object-mask>Terrain/Town1.mask.png</object-mask>
|
||||
<xsize>1024</xsize>
|
||||
<ysize>1024</ysize>
|
||||
<light-coverage>100000.0</light-coverage>
|
||||
|
@ -946,6 +946,12 @@
|
|||
<tree-width-m>15.0</tree-width-m>
|
||||
</material>
|
||||
|
||||
<material include="Materials/base/water.xml">
|
||||
<name>Ocean</name>
|
||||
<effect>Effects/water</effect>
|
||||
<texture>Terrain/water.png</texture>
|
||||
</material>
|
||||
|
||||
<material>
|
||||
<condition>
|
||||
<equals>
|
||||
|
@ -1297,7 +1303,7 @@
|
|||
</condition>
|
||||
<name>NaturalCrop</name>
|
||||
<texture>Terrain/naturalcrop1.png</texture>
|
||||
<object-mask>Terrain/naturalcrop1.mask.png</object-mask>
|
||||
<object-mask>Terrain/naturalcrop1.mask.png</object-mask>
|
||||
<xsize>2000</xsize>
|
||||
<ysize>2000</ysize>
|
||||
<solid>1</solid>
|
||||
|
@ -1635,7 +1641,7 @@
|
|||
<texture n="2">Terrain/city2-relief-light.png</texture>
|
||||
</texture-set>
|
||||
<object-mask>Terrain/city1.mask.png</object-mask>
|
||||
<object-mask>Terrain/city2.mask.png</object-mask>
|
||||
<object-mask>Terrain/city2.mask.png</object-mask>
|
||||
<xsize>1000</xsize>
|
||||
<ysize>1000</ysize>
|
||||
<light-coverage>100000.0</light-coverage>
|
||||
|
@ -1645,7 +1651,7 @@
|
|||
<b>0.02</b>
|
||||
<a>1.0</a>
|
||||
</emissive>
|
||||
<object-group include="Materials/base/urban-buildings.xml"/>
|
||||
<object-group include="Materials/base/urban-buildings.xml"/>
|
||||
<building-coverage>2500.0</building-coverage>
|
||||
<building-small-ratio>0.4</building-small-ratio>
|
||||
<building-small-min-floors>3</building-small-min-floors>
|
||||
|
@ -1675,7 +1681,7 @@
|
|||
<texture>Terrain/city1.png</texture>
|
||||
<texture>Terrain/city2.png</texture>
|
||||
<object-mask>Terrain/city1.mask.png</object-mask>
|
||||
<object-mask>Terrain/city2.mask.png</object-mask>
|
||||
<object-mask>Terrain/city2.mask.png</object-mask>
|
||||
<xsize>1000</xsize>
|
||||
<ysize>1000</ysize>
|
||||
<light-coverage>100000.0</light-coverage>
|
||||
|
@ -1685,9 +1691,9 @@
|
|||
<b>0.02</b>
|
||||
<a>1.0</a>
|
||||
</emissive>
|
||||
<object-group include="Materials/base/industrial-buildings.xml"/>
|
||||
<object-group include="Materials/base/industrial-buildings.xml"/>
|
||||
</material>
|
||||
|
||||
|
||||
<material>
|
||||
<condition>
|
||||
<equals>
|
||||
|
@ -1698,7 +1704,7 @@
|
|||
<name>Town</name>
|
||||
<name>SubUrban</name>
|
||||
<texture>Terrain.winter/Town1.png</texture>
|
||||
<object-mask>Terrain/Town1.mask.png</object-mask>
|
||||
<object-mask>Terrain/Town1.mask.png</object-mask>
|
||||
<xsize>1024</xsize>
|
||||
<ysize>1024</ysize>
|
||||
<light-coverage>100000.0</light-coverage>
|
||||
|
@ -2265,7 +2271,7 @@
|
|||
<a>1.0</a>
|
||||
</emissive>
|
||||
</material>
|
||||
|
||||
|
||||
<material>
|
||||
<name>UnidirectionalTaperRed</name>
|
||||
<texture>Symbols/unidirectionalred.png</texture>
|
||||
|
|
|
@ -31,6 +31,7 @@ varying vec3 normal;
|
|||
uniform float WaveFreq ;
|
||||
uniform float WaveAmp ;
|
||||
uniform float WaveSharp ;
|
||||
uniform float normalmap_dds;
|
||||
|
||||
////fog "include" /////
|
||||
uniform int fogType;
|
||||
|
@ -99,7 +100,8 @@ void main(void)
|
|||
vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale) * 2.0 - 1.0;
|
||||
dist *= (0.6 + 0.5 * smoothstep(0.0, 15.0, windEffect));
|
||||
vec4 fdist = normalize(dist);
|
||||
fdist = -fdist; //dds fix
|
||||
if (normalmap_dds > 0)
|
||||
fdist = -fdist; //dds fix
|
||||
fdist *= sca;
|
||||
|
||||
//normalmaps
|
||||
|
@ -123,8 +125,8 @@ void main(void)
|
|||
nmap1 *= windEffect_low;
|
||||
// mix water and noise, modulated by factor
|
||||
vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness);
|
||||
|
||||
vNorm = -vNorm; //dds fix
|
||||
if (normalmap_dds > 0)
|
||||
vNorm = -vNorm; //dds fix
|
||||
|
||||
//load reflection
|
||||
vec4 tmp = vec4(lightdir, 0.0);
|
||||
|
@ -168,7 +170,8 @@ void main(void)
|
|||
|
||||
vec3 N = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
|
||||
|
||||
N = -N; //dds fix
|
||||
if (normalmap_dds > 0)
|
||||
N = -N; //dds fix
|
||||
|
||||
// specular
|
||||
vec3 specular_color = vec3(gl_LightSource[0].diffuse)
|
||||
|
|
|
@ -37,6 +37,7 @@ uniform float WaveSharp ;
|
|||
uniform float WaveAngle ;
|
||||
uniform float WaveFactor ;
|
||||
uniform float WaveDAngle ;
|
||||
uniform float normalmap_dds;
|
||||
|
||||
////fog "include" /////
|
||||
uniform int fogType;
|
||||
|
@ -279,7 +280,9 @@ void main(void)
|
|||
// mix water and noise, modulated by factor
|
||||
vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness);
|
||||
vNorm.r += ddxSum;
|
||||
vNorm = -vNorm; //dds fix
|
||||
|
||||
if (normalmap_dds > 0)
|
||||
vNorm = -vNorm; //dds fix
|
||||
|
||||
//load reflection
|
||||
vec4 tmp = vec4(lightdir, 0.0);
|
||||
|
@ -328,7 +331,9 @@ void main(void)
|
|||
N0.g += ddySum;
|
||||
|
||||
Normal = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
|
||||
Normal = -Normal; //dds fix
|
||||
|
||||
if (normalmap_dds > 0)
|
||||
Normal = -Normal; //dds fix
|
||||
}
|
||||
|
||||
|
||||
|
|
BIN
Textures/Water/perlin-noise-nm.png
Normal file
BIN
Textures/Water/perlin-noise-nm.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 834 KiB |
BIN
Textures/Water/water-reflection-grey.dds
Normal file
BIN
Textures/Water/water-reflection-grey.dds
Normal file
Binary file not shown.
BIN
Textures/Water/water-reflection.dds
Normal file
BIN
Textures/Water/water-reflection.dds
Normal file
Binary file not shown.
Binary file not shown.
Before Width: | Height: | Size: 274 B After Width: | Height: | Size: 136 B |
BIN
Textures/Water/water_sine_nmap.png
Normal file
BIN
Textures/Water/water_sine_nmap.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.8 KiB |
BIN
Textures/Water/waves-ver10-nm.png
Normal file
BIN
Textures/Water/waves-ver10-nm.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 508 KiB |
Loading…
Reference in a new issue