Use new materials.xml format to declare a second city texture with its own relief map provided by Yves/hb-gral
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1 changed files with 6 additions and 10 deletions
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<name>Effects/urban</name>
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<inherits-from>Effects/terrain-default</inherits-from>
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<parameters>
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<texture n="2">
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<image>Textures.high/Terrain/city1-relief-light.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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<depth-factor type="float">0.008</depth-factor>
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<tile-size type="float">2000.0</tile-size>
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<night-color type="vec3d">0.75 0.59 0.05</night-color>
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</parameters>
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<generate>
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<normal type="int">15</normal>
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<uniform>
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<name>depth_factor</name>
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<type>float</type>
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<value type="float">0.008</value>
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<value><use>depth-factor</use></value>
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</uniform>
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<uniform>
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<name>tile_size</name>
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<type>float</type>
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<value type="float">2000.0</value>
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<value><use>tile-size</use></value>
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</uniform>
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<uniform>
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<name>night_color</name>
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<type>float-vec3</type>
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<value type="vec3d">0.75 0.59 0.05</value>
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<value><use>night-color</use></value>
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</uniform>
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</pass>
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</technique>
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