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Adapt to new rendering gui

Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
Vivian Meazza 2011-12-01 21:44:10 +00:00
parent 17c1f39137
commit 746b38ca9c
7 changed files with 1711 additions and 728 deletions

View file

@ -15,11 +15,45 @@
</wind-speed> </wind-speed>
<offset>0.0</offset> <offset>0.0</offset>
<amplitude-factor>0.08</amplitude-factor> <amplitude-factor>0.08</amplitude-factor>
<windE>
<use>/environment/sea/surface/wind-from-east-fps</use>
</windE>
<windN>
<use>/environment/sea/surface/wind-from-north-fps</use>
</windN>
<speed-kt>0.0</speed-kt>
<heading-deg>0.0</heading-deg>
<!-- fog include -->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
</fogtype>
<!-- END fog include -->
</parameters> </parameters>
<technique n="9"> <technique n="9">
<predicate> <predicate>
<and> <and>
<property>/sim/rendering/shader-effects</property> <!--<property>/sim/rendering/shader-effects</property>-->
<less-equal>
<value type="float">3.0</value>
<float-property>/sim/rendering/shaders/quality-level</float-property>
</less-equal>
<or> <or>
<less-equal> <less-equal>
<value type="float">2.0</value> <value type="float">2.0</value>
@ -114,7 +148,9 @@
<use>vertex-program-two-side</use> <use>vertex-program-two-side</use>
</vertex-program-two-side> </vertex-program-two-side>
<program> <program>
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
<vertex-shader>Shaders/flutter.vert</vertex-shader> <vertex-shader>Shaders/flutter.vert</vertex-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/default.frag</fragment-shader> <fragment-shader>Shaders/default.frag</fragment-shader>
</program> </program>
<!--<uniform> <!--<uniform>
@ -155,6 +191,79 @@
<type>sampler-3d</type> <type>sampler-3d</type>
<value type="int">9</value> <value type="int">9</value>
</uniform> </uniform>
<uniform>
<name>WindE</name>
<type>float</type>
<value>
<use>windE</use>
</value>
</uniform>
<uniform>
<name>WindN</name>
<type>float</type>
<value>
<use>windN</use>
</value>
</uniform>
<uniform>
<name>spd</name>
<type>float</type>
<value>
<use>speed-kt</use>
</value>
</uniform>
<uniform>
<name>hdg</name>
<type>float</type>
<value>
<use>heading-deg</use>
</value>
</uniform>
<!-- BEGIN fog include -->
<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>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass> </pass>
</technique> </technique>

View file

@ -1,128 +1,272 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<PropertyList> <PropertyList>
<name>Effects/model-default</name> <name>Effects/model-default</name>
<parameters> <!-- <inherits-from>Effects/shadow</inherits-from> -->
<texture n ="0"> <parameters>
<type>white</type> <texture n ="0">
</texture> <type>white</type>
<vertex-program-two-side type="bool">false</vertex-program-two-side> </texture>
<material> <vertex-program-two-side type="bool">false</vertex-program-two-side>
<color-mode-uniform>1</color-mode-uniform> <!-- DIFFUSE --> <material>
</material> <color-mode-uniform>1</color-mode-uniform>
</parameters> <!-- DIFFUSE -->
<technique n="10"> </material>
<predicate> <!-- BEGIN fog include -->
<and> <visibility>
<property>/sim/rendering/shader-effects</property> <use>/environment/ground-visibility-m</use>
<or> </visibility>
<less-equal> <avisibility>
<value type="float">2.0</value> <use>/environment/visibility-m</use>
<glversion/> </avisibility>
</less-equal> <lthickness>
<and> <use>/environment/ground-haze-thickness-m</use>
<extension-supported>GL_ARB_shader_objects</extension-supported> </lthickness>
<extension-supported>GL_ARB_shading_language_100</extension-supported> <scattering>
<extension-supported>GL_ARB_vertex_shader</extension-supported> <use>/rendering/scene/scattering</use>
<extension-supported>GL_ARB_fragment_shader</extension-supported> </scattering>
</and> <terminator>
</or> <use>/environment/terminator-relative-position-m</use>
</and> </terminator>
</predicate> <fogtype>
<pass> <use>/sim/rendering/scattering-shader</use>
<lighting>true</lighting> </fogtype>
<material> <!-- END fog include -->
<active><use>material/active</use></active> </parameters>
<ambient><use>material/ambient</use></ambient> <technique n="10">
<diffuse><use>material/diffuse</use></diffuse> <predicate>
<specular><use>material/specular</use></specular> <and>
<emissive><use>material/emissive</use></emissive> <property>/sim/rendering/shader-effects</property>
<shininess><use>material/shininess</use></shininess> <or>
<color-mode><use>material/color-mode</use></color-mode> <less-equal>
</material> <value type="float">2.0</value>
<blend> <glversion/>
<active><use>blend/active</use></active> </less-equal>
<source><use>blend/source</use></source> <and>
<destination><use>blend/destination</use></destination> <extension-supported>GL_ARB_shader_objects</extension-supported>
</blend> <extension-supported>GL_ARB_shading_language_100</extension-supported>
<shade-model><use>shade-model</use></shade-model> <extension-supported>GL_ARB_vertex_shader</extension-supported>
<cull-face><use>cull-face</use></cull-face> <extension-supported>GL_ARB_fragment_shader</extension-supported>
<rendering-hint><use>rendering-hint</use></rendering-hint> </and>
<texture-unit> </or>
<!-- The texture unit is always active because the shaders expect </and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. --> that. -->
<unit>0</unit> <unit>0</unit>
<!-- If there is a texture, the type in the derived effect <!-- If there is a texture, the type in the derived effect
will be "2d". --> will be "2d". -->
<type><use>texture[0]/type</use></type> <type>
<image><use>texture[0]/image</use></image> <use>texture[0]/type</use>
<filter><use>texture[0]/filter</use></filter> </type>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s> <image>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t> <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> <internal-format>
<use>texture[0]/internal-format</use> <use>texture[0]/internal-format</use>
</internal-format> </internal-format>
--> -->
</texture-unit> </texture-unit>
<vertex-program-two-side> <vertex-program-two-side>
<use>vertex-program-two-side</use> <use>vertex-program-two-side</use>
</vertex-program-two-side> </vertex-program-two-side>
<program> <program>
<vertex-shader>Shaders/default.vert</vertex-shader> <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<fragment-shader>Shaders/default.frag</fragment-shader> <!--fog include-->
</program> <vertex-shader n="1">Shaders/default.vert</vertex-shader>
<uniform> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<name>texture</name> <!--fog include-->
<type>sampler-2d</type> <fragment-shader n="1">Shaders/default.frag</fragment-shader>
<value type="int">0</value> </program>
</uniform> <!-- BEGIN fog include -->
<uniform> <uniform>
<name>colorMode</name> <name>visibility</name>
<type>int</type> <type>float</type>
<value><use>material/color-mode-uniform</use></value> <value>
</uniform> <use>visibility</use>
</pass> </value>
</technique> </uniform>
<technique n="11"> <uniform>
<pass> <name>avisibility</name>
<lighting>true</lighting> <type>float</type>
<material> <value>
<active><use>material/active</use></active> <use>avisibility</use>
<ambient><use>material/ambient</use></ambient> </value>
<diffuse><use>material/diffuse</use></diffuse> </uniform>
<specular><use>material/specular</use></specular> <uniform>
<emissive><use>material/emissive</use></emissive> <name>hazeLayerAltitude</name>
<shininess><use>material/shininess</use></shininess> <type>float</type>
<color-mode><use>material/color-mode</use></color-mode> <value>
</material> <use>lthickness</use>
<blend> </value>
<active><use>blend/active</use></active> </uniform>
<source><use>blend/source</use></source> <uniform>
<destination><use>blend/destination</use></destination> <name>scattering</name>
</blend> <type>float</type>
<shade-model><use>shade-model</use></shade-model> <value>
<cull-face><use>cull-face</use></cull-face> <use>scattering</use>
<rendering-hint><use>rendering-hint</use></rendering-hint> </value>
<texture-unit> </uniform>
<active><use>texture[0]/active</use></active> <uniform>
<unit>0</unit> <name>terminator</name>
<image><use>texture[0]/image</use></image> <type>float</type>
<filter><use>texture[0]/filter</use></filter> <value>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s> <use>terminator</use>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t> </value>
<!-- </uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
</pass>
</technique>
<technique n="11">
<pass>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<active>
<use>texture[0]/active</use>
</active>
<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> <internal-format>
<use>texture[0]/internal-format</use> <use>texture[0]/internal-format</use>
</internal-format> </internal-format>
--> -->
<environment> <environment>
<mode>modulate</mode> <mode>modulate</mode>
</environment> </environment>
</texture-unit> </texture-unit>
<!-- A two-sided lighting model is set by default near the root <!-- A two-sided lighting model is set by default near the root
of the scene graph. Perhaps that ought to be set in this of the scene graph. Perhaps that ought to be set in this
effect? effect?
--> -->
</pass> </pass>
</technique> </technique>
</PropertyList> </PropertyList>

View file

@ -1,21 +1,21 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<PropertyList> <PropertyList>
<name>Effects/runway</name> <name>Effects/runway</name>
<inherits-from>Effects/terrain-default</inherits-from> <inherits-from>Effects/terrain-default</inherits-from>
<parameters> <parameters>
<texture n="4"> <texture n="4">
<image>Textures.high/Runway/rwy-normalmap.dds</image> <image>Textures.high/Runway/rwy-normalmap.dds</image>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s> <wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t> <wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format> <internal-format>normalized</internal-format>
</texture> </texture>
<texture n="5"> <texture n="5">
<type>cubemap</type> <type>cubemap</type>
<!-- use this form for a cube cross --> <!-- use this form for a cube cross -->
<!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>--> <!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->
<!-- use this form for a 6 image cube map --> <!-- use this form for a 6 image cube map -->
<images> <images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x> <positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x> <negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
@ -25,41 +25,43 @@
<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z> <negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
</images> </images>
</texture> </texture>
<texture n="6"> <texture n="6">
<image>Aircraft/Generic/Effects/Rainbow.png</image> <image>Aircraft/Generic/Effects/Rainbow.png</image>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s> <wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t> <wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format> <internal-format>normalized</internal-format>
</texture> </texture>
<texture n="7"> <texture n="7">
<image>Aircraft/Generic/Effects/FresnelLookUp.png</image> <image>Aircraft/Generic/Effects/FresnelLookUp.png</image>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s> <wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t> <wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format> <internal-format>normalized</internal-format>
</texture> </texture>
<texture n="8"> <texture n="8">
<image>Textures.high/Runway/rwy-reflect.png</image> <image>Textures.high/Runway/rwy-reflect.png</image>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s> <wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t> <wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format> <internal-format>normalized</internal-format>
</texture> </texture>
<rendering-hint>transparent</rendering-hint> <rendering-hint>transparent</rendering-hint>
<shade-model>smooth</shade-model> <shade-model>smooth</shade-model>
<rainbowiness type="float">0.01</rainbowiness> <rainbowiness type="float">0.01</rainbowiness>
<fresneliness>0.01</fresneliness> <fresneliness>0.01</fresneliness>
<noisiness>0.01</noisiness> <noisiness>0.01</noisiness>
<!-- <refl_correction>0.0</refl_correction> --> <!-- <refl_correction>0.0</refl_correction> -->
<ambient_correction>0.01</ambient_correction> <ambient_correction>0.01</ambient_correction>
<reflect_map>1</reflect_map> <reflect_map>1</reflect_map>
<normalmap_dds>1</normalmap_dds> <normalmap_dds>1</normalmap_dds>
<vertex-program-two-side type="bool">false</vertex-program-two-side> <vertex-program-two-side type="bool">false</vertex-program-two-side>
<cull-face>back</cull-face>
<wetness> <wetness>
<use>/environment/rain-norm</use> <use>/environment/rain-norm</use>
</wetness> </wetness>
<!-- BEGIN fog include --> <!-- BEGIN fog include -->
<visibility> <visibility>
<use>/environment/ground-visibility-m</use> <use>/environment/ground-visibility-m</use>
@ -80,38 +82,48 @@
<use>/sim/rendering/scattering-shader</use> <use>/sim/rendering/scattering-shader</use>
</fogtype> </fogtype>
<!-- END fog include --> <!-- END fog include -->
</parameters> </parameters>
<generate> <generate>
<tangent type="int">6</tangent> <tangent type="int">6</tangent>
<binormal type="int">7</binormal> <binormal type="int">7</binormal>
</generate> </generate>
<technique n="9"> <technique n="9">
<predicate> <predicate>
<and> <and>
<property>/sim/rendering/shader-effects</property> <property>/sim/rendering/shader-effects</property>
<or> <or>
<less-equal> <less-equal>
<value type="float">2.0</value> <value type="float">2.0</value>
<glversion/> <glversion/>
</less-equal> </less-equal>
<and> <and>
<extension-supported>GL_ARB_shader_objects</extension-supported> <extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported> <extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported> <extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported> <extension-supported>GL_ARB_fragment_shader</extension-supported>
</and> </and>
</or> </or>
</and> </and>
</predicate> </predicate>
<pass> <pass>
<texture-unit> <texture-unit>
<unit>0</unit> <unit>0</unit>
<image><use>texture[0]/image</use></image> <image>
<filter><use>texture[0]/filter</use></filter> <use>texture[0]/image</use>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s> </image>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t> <filter>
<internal-format><use>texture[1]/internal-format</use></internal-format> <use>texture[0]/filter</use>
</texture-unit> </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[1]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit> <texture-unit>
<unit>4</unit> <unit>4</unit>
<image> <image>
@ -209,23 +221,27 @@
<unit>9</unit> <unit>9</unit>
<type>noise</type> <type>noise</type>
</texture-unit> </texture-unit>
<vertex-program-two-side> <vertex-program-two-side>
<use>vertex-program-two-side</use> <use>vertex-program-two-side</use>
</vertex-program-two-side> </vertex-program-two-side>
<program> <cull-face>
<use>cull-face</use>
</cull-face>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<vertex-shader n="1">Shaders/reflect-bump-spec.vert</vertex-shader> <vertex-shader n="1">Shaders/reflect-bump-spec.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/runway-reflect-bump-spec.frag</fragment-shader> <fragment-shader n="1">Shaders/runway-reflect-bump-spec.frag</fragment-shader>
<attribute> <attribute>
<name>tangent</name> <name>tangent</name>
<index>6</index> <index>6</index>
</attribute> </attribute>
<attribute> <attribute>
<name>binormal</name> <name>binormal</name>
<index>7</index> <index>7</index>
</attribute> </attribute>
</program> </program>
<uniform> <uniform>
<name>BaseTex</name> <name>BaseTex</name>
@ -299,83 +315,83 @@
<!-- The reflection is set proportional to the shininess of the material. <!-- The reflection is set proportional to the shininess of the material.
The amount of reflection may be adjusted by the use of this correction The amount of reflection may be adjusted by the use of this correction
-1.0 (fully transparent)- 1.0 (fully opaque) --> -1.0 (fully transparent)- 1.0 (fully opaque) -->
<uniform> <uniform>
<name>spec_adjust</name> <name>spec_adjust</name>
<type>float</type> <type>float</type>
<value> <value>
<use>wetness</use> <use>wetness</use>
</value> </value>
</uniform> </uniform>
<!-- set the amount of ambient light correction 0.0 - 1.0 --> <!-- set the amount of ambient light correction 0.0 - 1.0 -->
<uniform> <uniform>
<name>ambient_correction</name> <name>ambient_correction</name>
<type>float</type> <type>float</type>
<value> <value>
<use>ambient_correction</use> <use>ambient_correction</use>
</value> </value>
</uniform> </uniform>
<!-- use a reflection map--> <!-- use a reflection map-->
<uniform> <uniform>
<name>reflect_map</name> <name>reflect_map</name>
<type>float</type> <type>float</type>
<value> <value>
<use>reflect_map</use> <use>reflect_map</use>
</value> </value>
</uniform> </uniform>
<!-- normalmap is .dds--> <!-- normalmap is .dds-->
<uniform> <uniform>
<name>normalmap_dds</name> <name>normalmap_dds</name>
<type>float</type> <type>float</type>
<value> <value>
<use>normalmap_dds</use> <use>normalmap_dds</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>visibility</name> <name>visibility</name>
<type>float</type> <type>float</type>
<value> <value>
<use>visibility</use> <use>visibility</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>avisibility</name> <name>avisibility</name>
<type>float</type> <type>float</type>
<value> <value>
<use>avisibility</use> <use>avisibility</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>hazeLayerAltitude</name> <name>hazeLayerAltitude</name>
<type>float</type> <type>float</type>
<value> <value>
<use>lthickness</use> <use>lthickness</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>scattering</name> <name>scattering</name>
<type>float</type> <type>float</type>
<value> <value>
<use>scattering</use> <use>scattering</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>terminator</name> <name>terminator</name>
<type>float</type> <type>float</type>
<value> <value>
<use>terminator</use> <use>terminator</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>fogType</name> <name>fogType</name>
<type>int</type> <type>int</type>
<value> <value>
<use>fogtype</use> <use>fogtype</use>
</value> </value>
</uniform> </uniform>
</pass> </pass>
</technique> </technique>
</PropertyList> </PropertyList>

View file

@ -1,64 +1,146 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<PropertyList> <PropertyList>
<name>Effects/skydome</name> <name>Effects/skydome</name>
<parameters> <parameters>
<mie><use>/sim/rendering/mie</use></mie> <mie>
<rayleigh><use>/sim/rendering/rayleigh</use></rayleigh> <use>/sim/rendering/mie</use>
<density><use>/sim/rendering/dome-density</use></density> </mie>
</parameters> <rayleigh>
<technique n="8"> <use>/sim/rendering/rayleigh</use>
<predicate> </rayleigh>
<and> <density>
<property>/sim/rendering/shader-effects</property> <use>/sim/rendering/dome-density</use>
<property>/sim/rendering/scattering-shader</property> </density>
<or> <overcast>
<less-equal> <use>/rendering/scene/overcast</use>
<value type="float">2.0</value> </overcast>
<glversion/> <saturation>
</less-equal> <use>/rendering/scene/saturation</use>
<and> </saturation>
<extension-supported>GL_ARB_shader_objects</extension-supported> <scattering>
<extension-supported>GL_ARB_shading_language_100</extension-supported> <use>/rendering/scene/scattering</use>
<extension-supported>GL_ARB_vertex_shader</extension-supported> </scattering>
<extension-supported>GL_ARB_fragment_shader</extension-supported> <visibility>
</and> <use>/environment/ground-visibility-m</use>
</or> </visibility>
</and> <avisibility>
</predicate> <use>/environment/visibility-m</use>
</avisibility>
<pass> <lthickness>
<lighting>true</lighting> <use>/environment/ground-haze-thickness-m</use>
<shade-model>smooth</shade-model> </lthickness>
<cull-face>back</cull-face> <terminator>
<program> <use>/environment/terminator-relative-position-m</use>
<vertex-shader>Shaders/skydome.vert</vertex-shader> </terminator>
<fragment-shader>Shaders/skydome.frag</fragment-shader> </parameters>
</program> <technique n="8">
<uniform> <predicate>
<name>mK</name> <and>
<type>float</type> <property>/sim/rendering/shaders/quality-level</property>
<value><use>mie</use></value> <property>/sim/rendering/shaders/skydome</property>
</uniform> <or>
<uniform> <less-equal>
<name>rK</name> <value type="float">2.0</value>
<type>float</type> <glversion/>
<value><use>rayleigh</use></value> </less-equal>
</uniform> <and>
<uniform> <extension-supported>GL_ARB_shader_objects</extension-supported>
<name>density</name> <extension-supported>GL_ARB_shading_language_100</extension-supported>
<type>float</type> <extension-supported>GL_ARB_vertex_shader</extension-supported>
<value><use>density</use></value> <extension-supported>GL_ARB_fragment_shader</extension-supported>
</uniform> </and>
</pass> </or>
</technique> </and>
</predicate>
<!-- fall back without shaders -->
<technique n="11"> <pass>
<pass> <lighting>true</lighting>
<lighting>false</lighting> <shade-model>smooth</shade-model>
<shade-model>smooth</shade-model> <cull-face>back</cull-face>
<cull-face>back</cull-face> <program>
</pass> <vertex-shader>Shaders/skydome.vert</vertex-shader>
</technique> <fragment-shader>Shaders/skydome.frag</fragment-shader>
</program>
</PropertyList> <uniform>
<name>mK</name>
<type>float</type>
<value>
<use>mie</use>
</value>
</uniform>
<uniform>
<name>rK</name>
<type>float</type>
<value>
<use>rayleigh</use>
</value>
</uniform>
<uniform>
<name>density</name>
<type>float</type>
<value>
<use>density</use>
</value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value>
<use>overcast</use>
</value>
</uniform>
<uniform>
<name>saturation</name>
<type>float</type>
<value>
<use>saturation</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
</pass>
</technique>
<!-- fall back without shaders -->
<technique n="11">
<pass>
<lighting>false</lighting>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
</pass>
</technique>
</PropertyList>

View file

@ -8,312 +8,380 @@ parameters :
texture[4] -> snow texture you want applied above snow-limit (I recommend using the corespondent winter texture for the base texture that you can find in terrain.winter) texture[4] -> snow texture you want applied above snow-limit (I recommend using the corespondent winter texture for the base texture that you can find in terrain.winter)
transitions -> transitions number can be set to 1 or 2 (if set to 2 will allow for an intermediate step) transitions -> transitions number can be set to 1 or 2 (if set to 2 will allow for an intermediate step)
inverse -> if this is se to 1 will keep the base texture on steep slopes and transition to the texture you want (useful to add some grass patches in rocky areas) inverse -> if this is set to 1 will keep the base texture on steep slopes and transition to the texture you want (useful to add some grass patches in rocky areas)
--> -->
<PropertyList> <PropertyList>
<name>Effects/transition</name> <name>Effects/transition</name>
<inherits-from>Effects/terrain-default</inherits-from> <inherits-from>Effects/terrain-default</inherits-from>
<parameters> <parameters>
<texture n="2"> <texture n="2">
<image>Textures.high/Terrain/transition1.dds</image> <image>Textures.high/Terrain/transition1.dds</image>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s> <wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t> <wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format> <internal-format>normalized</internal-format>
</texture> </texture>
<texture n="3"> <texture n="3">
<image>Textures.high/Terrain/transition2.dds</image> <image>Textures.high/Terrain/transition2.dds</image>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s> <wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t> <wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format> <internal-format>normalized</internal-format>
</texture> </texture>
<texture n="4"> <texture n="4">
<image>Textures.high/Terrain/snow3.dds</image> <image>Textures.high/Terrain/snow3.dds</image>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s> <wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t> <wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format> <internal-format>normalized</internal-format>
</texture> </texture>
<rain-norm> <rain-norm>
<use>/environment/rain-norm</use> <use>/environment/rain-norm</use>
</rain-norm> </rain-norm>
<snow-level> <snow-level>
<use>/sim/rendering/snow-level-m</use> <use>/sim/rendering/snow-level-m</use>
</snow-level> </snow-level>
<cloud-cover0> <cloud-cover0>
<use>/environment/clouds/layer[0]/coverage-type</use> <use>/environment/clouds/layer[0]/coverage-type</use>
</cloud-cover0> </cloud-cover0>
<cloud-cover1> <cloud-cover1>
<use>/environment/clouds/layer[1]/coverage-type</use> <use>/environment/clouds/layer[1]/coverage-type</use>
</cloud-cover1> </cloud-cover1>
<cloud-cover2> <cloud-cover2>
<use>/environment/clouds/layer[2]/coverage-type</use> <use>/environment/clouds/layer[2]/coverage-type</use>
</cloud-cover2> </cloud-cover2>
<cloud-cover3> <cloud-cover3>
<use>/environment/clouds/layer[3]/coverage-type</use> <use>/environment/clouds/layer[3]/coverage-type</use>
</cloud-cover3> </cloud-cover3>
<cloud-cover4> <cloud-cover4>
<use>/environment/clouds/layer[4]/coverage-type</use> <use>/environment/clouds/layer[4]/coverage-type</use>
</cloud-cover4> </cloud-cover4>
<transitions type="float">2.0</transitions> <transitions type="float">2.0</transitions>
<inverse type="float">0.0</inverse> <inverse type="float">0.0</inverse>
</parameters>
<!--<generate> <!-- fog include -->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
</fogtype>
<!-- END fog include -->
</parameters>
<!--<generate>
<tangent type="int">6</tangent> <tangent type="int">6</tangent>
<binormal type="int">7</binormal> <binormal type="int">7</binormal>
</generate>--> </generate>-->
<technique n="9"> <technique n="9">
<predicate> <predicate>
<and> <and>
<property>/sim/rendering/transition-shader</property> <property>/sim/rendering/shaders/transition</property>
<property>/sim/rendering/shader-effects</property> <property>/sim/rendering/shaders/quality-level</property>
<or> <or>
<less-equal> <less-equal>
<value type="float">2.0</value> <value type="float">2.0</value>
<glversion/> <glversion/>
</less-equal> </less-equal>
<and> <and>
<extension-supported>GL_ARB_shader_objects</extension-supported> <extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported> <extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported> <extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported> <extension-supported>GL_ARB_fragment_shader</extension-supported>
</and> </and>
</or> </or>
</and> </and>
</predicate> </predicate>
<pass> <pass>
<lighting>true</lighting> <lighting>true</lighting>
<!-- Use material values that are either inherited from the <!-- Use material values that are either inherited from the
terrain-default effect or supplied by an effect derived terrain-default effect or supplied by an effect derived
from this one e.g., one created in the materials library. --> from this one e.g., one created in the materials library. -->
<material> <material>
<ambient> <ambient>
<use>material/ambient</use> <use>material/ambient</use>
</ambient> </ambient>
<diffuse> <diffuse>
<use>material/diffuse</use> <use>material/diffuse</use>
</diffuse> </diffuse>
<specular> <specular>
<use>material/specular</use> <use>material/specular</use>
</specular> </specular>
<color-mode>ambient-and-diffuse</color-mode> <color-mode>ambient-and-diffuse</color-mode>
</material> </material>
<blend> <blend>
<use>transparent</use> <use>transparent</use>
</blend> </blend>
<alpha-test> <alpha-test>
<use>transparent</use> <use>transparent</use>
</alpha-test> </alpha-test>
<shade-model>smooth</shade-model> <shade-model>smooth</shade-model>
<cull-face>back</cull-face> <cull-face>back</cull-face>
<render-bin> <render-bin>
<bin-number> <bin-number>
<use>render-bin/bin-number</use> <use>render-bin/bin-number</use>
</bin-number> </bin-number>
<bin-name> <bin-name>
<use>render-bin/bin-name</use> <use>render-bin/bin-name</use>
</bin-name> </bin-name>
</render-bin> </render-bin>
<texture-unit> <texture-unit>
<unit>0</unit> <unit>0</unit>
<image> <image>
<use>texture[0]/image</use> <use>texture[0]/image</use>
</image> </image>
<filter> <filter>
<use>texture[0]/filter</use> <use>texture[0]/filter</use>
</filter> </filter>
<wrap-s> <wrap-s>
<use>texture[0]/wrap-s</use> <use>texture[0]/wrap-s</use>
</wrap-s> </wrap-s>
<wrap-t> <wrap-t>
<use>texture[0]/wrap-t</use> <use>texture[0]/wrap-t</use>
</wrap-t> </wrap-t>
<internal-format> <internal-format>
<use>texture[0]/internal-format</use> <use>texture[0]/internal-format</use>
</internal-format> </internal-format>
</texture-unit> </texture-unit>
<texture-unit> <texture-unit>
<unit>1</unit> <unit>1</unit>
<image> <image>
<use>texture[2]/image</use> <use>texture[2]/image</use>
</image> </image>
<filter> <filter>
<use>texture[2]/filter</use> <use>texture[2]/filter</use>
</filter> </filter>
<wrap-s> <wrap-s>
<use>texture[2]/wrap-s</use> <use>texture[2]/wrap-s</use>
</wrap-s> </wrap-s>
<wrap-t> <wrap-t>
<use>texture[2]/wrap-t</use> <use>texture[2]/wrap-t</use>
</wrap-t> </wrap-t>
<internal-format> <internal-format>
<use>texture[2]/internal-format</use> <use>texture[2]/internal-format</use>
</internal-format> </internal-format>
</texture-unit> </texture-unit>
<texture-unit> <texture-unit>
<unit>2</unit> <unit>2</unit>
<image> <image>
<use>texture[3]/image</use> <use>texture[3]/image</use>
</image> </image>
<filter> <filter>
<use>texture[3]/filter</use> <use>texture[3]/filter</use>
</filter> </filter>
<wrap-s> <wrap-s>
<use>texture[3]/wrap-s</use> <use>texture[3]/wrap-s</use>
</wrap-s> </wrap-s>
<wrap-t> <wrap-t>
<use>texture[3]/wrap-t</use> <use>texture[3]/wrap-t</use>
</wrap-t> </wrap-t>
<internal-format> <internal-format>
<use>texture[3]/internal-format</use> <use>texture[3]/internal-format</use>
</internal-format> </internal-format>
</texture-unit> </texture-unit>
<texture-unit> <texture-unit>
<unit>3</unit> <unit>3</unit>
<image> <image>
<use>texture[4]/image</use> <use>texture[4]/image</use>
</image> </image>
<filter> <filter>
<use>texture[4]/filter</use> <use>texture[4]/filter</use>
</filter> </filter>
<wrap-s> <wrap-s>
<use>texture[4]/wrap-s</use> <use>texture[4]/wrap-s</use>
</wrap-s> </wrap-s>
<wrap-t> <wrap-t>
<use>texture[4]/wrap-t</use> <use>texture[4]/wrap-t</use>
</wrap-t> </wrap-t>
<internal-format> <internal-format>
<use>texture[4]/internal-format</use> <use>texture[4]/internal-format</use>
</internal-format> </internal-format>
</texture-unit> </texture-unit>
<texture-unit> <texture-unit>
<unit>4</unit> <unit>4</unit>
<type>noise</type> <type>noise</type>
</texture-unit> </texture-unit>
<program> <program>
<vertex-shader>Shaders/transition.vert</vertex-shader> <vertex-shader>Shaders/include_fog.vert</vertex-shader>
<fragment-shader>Shaders/transition.frag</fragment-shader> <vertex-shader>Shaders/transition.vert</vertex-shader>
</program> <fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/transition.frag</fragment-shader>
</program>
<uniform> <uniform>
<name>BaseTex</name> <name>BaseTex</name>
<type>sampler-2d</type> <type>sampler-2d</type>
<value type="int">0</value> <value type="int">0</value>
</uniform> </uniform>
<uniform> <uniform>
<name>SecondTex</name> <name>SecondTex</name>
<type>sampler-2d</type> <type>sampler-2d</type>
<value type="int">1</value> <value type="int">1</value>
</uniform> </uniform>
<uniform> <uniform>
<name>ThirdTex</name> <name>ThirdTex</name>
<type>sampler-2d</type> <type>sampler-2d</type>
<value type="int">2</value> <value type="int">2</value>
</uniform> </uniform>
<uniform> <uniform>
<name>SnowTex</name> <name>SnowTex</name>
<type>sampler-2d</type> <type>sampler-2d</type>
<value type="int">3</value> <value type="int">3</value>
</uniform> </uniform>
<uniform> <uniform>
<name>NoiseTex</name> <name>NoiseTex</name>
<type>sampler-3d</type> <type>sampler-3d</type>
<value type="int">4</value> <value type="int">4</value>
</uniform> </uniform>
<uniform> <uniform>
<name>RainNorm</name> <name>RainNorm</name>
<type>float</type> <type>float</type>
<value> <value>
<use>rain-norm</use> <use>rain-norm</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>SnowLevel</name> <name>SnowLevel</name>
<type>float</type> <type>float</type>
<value> <value>
<use>snow-level</use> <use>snow-level</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>Transitions</name> <name>Transitions</name>
<type>float</type> <type>float</type>
<value> <value>
<use>transitions</use> <use>transitions</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>InverseSlope</name> <name>InverseSlope</name>
<type>float</type> <type>float</type>
<value> <value>
<use>inverse</use> <use>inverse</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>CloudCover0</name> <name>CloudCover0</name>
<type>float</type> <type>float</type>
<value> <value>
<use>cloud-cover0</use> <use>cloud-cover0</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>CloudCover1</name> <name>CloudCover1</name>
<type>float</type> <type>float</type>
<value> <value>
<use>cloud-cover1</use> <use>cloud-cover1</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>CloudCover2</name> <name>CloudCover2</name>
<type>float</type> <type>float</type>
<value> <value>
<use>cloud-cover2</use> <use>cloud-cover2</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>CloudCover3</name> <name>CloudCover3</name>
<type>float</type> <type>float</type>
<value> <value>
<use>cloud-cover3</use> <use>cloud-cover3</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>CloudCover4</name> <name>CloudCover4</name>
<type>float</type> <type>float</type>
<value> <value>
<use>cloud-cover4</use> <use>cloud-cover4</use>
</value> </value>
</uniform> </uniform>
</pass>
</technique> <!-- BEGIN fog include -->
<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>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
</PropertyList> </PropertyList>

View file

@ -12,87 +12,205 @@
Note: no sorting needed! --> Note: no sorting needed! -->
<PropertyList> <PropertyList>
<name>Effects/tree</name> <name>Effects/tree</name>
<parameters> <parameters>
<texture n ="0"> <texture n ="0">
</texture> </texture>
</parameters> <!-- fog include -->
<technique n="10"> <visibility>
<predicate> <use>/environment/ground-visibility-m</use>
<and> </visibility>
<property>/sim/rendering/random-vegetation</property> <avisibility>
<less-equal> <use>/environment/visibility-m</use>
<value type="float">1.0</value> </avisibility>
<shader-language/> <lthickness>
</less-equal> <use>/environment/ground-haze-thickness-m</use>
</and> </lthickness>
</predicate> <scattering>
<pass n="0"> <use>/rendering/scene/scattering</use>
<lighting>true</lighting> </scattering>
<material> <terminator>
<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient> <use>/environment/terminator-relative-position-m</use>
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse> </terminator>
<color-mode>off</color-mode> <fogtype>
</material> <use>/sim/rendering/scattering-shader</use>
<alpha-test> </fogtype>
<comparison>gequal</comparison> <!-- END fog include -->
<reference type="float">0.33</reference> </parameters>
</alpha-test> <technique n="10">
<texture-unit> <predicate>
<unit>0</unit> <and>
<type>2d</type> <!--<property>/sim/rendering/shader-effects</property>-->
<image><use>texture[0]/image</use></image> <property>/sim/rendering/random-vegetation</property>
<wrap-s>clamp</wrap-s> <less-equal>
<wrap-t>clamp</wrap-t> <value type="float">1.0</value>
</texture-unit> <shader-language/>
<program> </less-equal>
<vertex-shader>Shaders/tree.vert</vertex-shader> </and>
<fragment-shader>Shaders/tree.frag</fragment-shader> </predicate>
</program> <pass n="0">
<uniform> <lighting>true</lighting>
<name>baseTexture</name> <material>
<type>sampler-2d</type> <ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
<value type="int">0</value> <diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
</uniform> <color-mode>off</color-mode>
</pass> </material>
<pass n="1"> <alpha-test>
<lighting>true</lighting> <comparison>gequal</comparison>
<material> <reference type="float">0.33</reference>
<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient> </alpha-test>
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse> <texture-unit>
<color-mode>off</color-mode> <unit>0</unit>
</material> <type>2d</type>
<render-bin> <image>
<bin-number>2</bin-number> <!-- RANDOM_OBJECTS_BIN --> <use>texture[0]/image</use>
<bin-name>RenderBin</bin-name> </image>
</render-bin> <wrap-s>clamp</wrap-s>
<alpha-test> <wrap-t>clamp</wrap-t>
<comparison>less</comparison> </texture-unit>
<reference type="float">0.33</reference> <program>
</alpha-test> <!-- <vertex-shader>Shaders/include_fog.vert</vertex-shader> -->
<blend> <vertex-shader>Shaders/tree.vert</vertex-shader>
<source>src-alpha</source> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<destination>one-minus-src-alpha</destination> <fragment-shader n="1">Shaders/tree.frag</fragment-shader>
</blend> </program>
<depth> <uniform>
<write-mask>false</write-mask> <name>baseTexture</name>
</depth> <type>sampler-2d</type>
<texture-unit> <value type="int">0</value>
<unit>0</unit> </uniform>
<type>2d</type> <!-- BEGIN fog include -->
<image><use>texture[0]/image</use></image> <uniform>
<wrap-s>clamp</wrap-s> <name>visibility</name>
<wrap-t>clamp</wrap-t> <type>float</type>
</texture-unit> <value>
<program> <use>visibility</use>
<vertex-shader>Shaders/tree.vert</vertex-shader> </value>
<fragment-shader>Shaders/tree.frag</fragment-shader> </uniform>
</program> <uniform>
<uniform> <name>avisibility</name>
<name>baseTexture</name> <type>float</type>
<type>sampler-2d</type> <value>
<value type="int">0</value> <use>avisibility</use>
</uniform> </value>
</pass> </uniform>
</technique> <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>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
<pass n="1">
<lighting>true</lighting>
<material>
<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<render-bin>
<bin-number>2</bin-number>
<!-- RANDOM_OBJECTS_BIN -->
<bin-name>RenderBin</bin-name>
</render-bin>
<alpha-test>
<comparison>less</comparison>
<reference type="float">0.33</reference>
</alpha-test>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>
<use>texture[0]/image</use>
</image>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<vertex-shader n="1">Shaders/tree.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/tree.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<!-- BEGIN fog include -->
<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>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
</PropertyList> </PropertyList>

View file

@ -13,8 +13,8 @@
<texture n="2"> <texture n="2">
<!--<image>Textures/Water/water-normalmap.png</image>--> <!--<image>Textures/Water/water-normalmap.png</image>-->
<!--<image>Textures/Water/water-normalmap2.dds</image>--> <!--<image>Textures/Water/water-normalmap2.dds</image>-->
<!--<image>Textures/Water/water_sine_nmap.dds</image>-->
<image>Textures/Water/waves-ver10-nm.dds</image> <image>Textures/Water/waves-ver10-nm.dds</image>
<!--<image>Textures/Water/caustic-nm.png</image>-->
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s> <wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t> <wrap-t>repeat</wrap-t>
@ -23,8 +23,9 @@
<texture n="3"> <texture n="3">
<!--<image>Textures/Water/water-dudv.png</image>--> <!--<image>Textures/Water/water-dudv.png</image>-->
<!--<image>Textures/Water/dudvmap2.png</image>--> <!--<image>Textures/Water/dudvmap2.png</image>-->
<image>Textures/Water/waves-ver10-dudv.dds</image> <!--<image>Textures/Water/waves-ver10-dudv.dds</image>-->
<!--<image>Textures/Water/water-reflection-grey.png</image>--> <!--<image>Textures/Water/water-reflection-grey.png</image>-->
<image>Textures/Water/water_sine_nmap.dds</image>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s> <wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t> <wrap-t>repeat</wrap-t>
@ -46,6 +47,7 @@
</texture> </texture>
<texture n="6"> <texture n="6">
<image>Textures/Water/perlin-noise-nm.dds</image> <image>Textures/Water/perlin-noise-nm.dds</image>
<!-- <image>Textures/Water/water_sine_nmap.dds</image> -->
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s> <wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t> <wrap-t>repeat</wrap-t>
@ -60,44 +62,80 @@
<overcast> <overcast>
<use>/rendering/scene/overcast</use> <use>/rendering/scene/overcast</use>
</overcast> </overcast>
<cloud-cover0> <cloud-cover n="0">
<use>/environment/clouds/layer[0]/coverage-type</use> <use>/environment/clouds/layer[0]/coverage-type</use>
</cloud-cover0> </cloud-cover>
<cloud-cover1> <cloud-cover n="1">
<use>/environment/clouds/layer[1]/coverage-type</use> <use>/environment/clouds/layer[1]/coverage-type</use>
</cloud-cover1> </cloud-cover>
<cloud-cover2> <cloud-cover n="2" >
<use>/environment/clouds/layer[2]/coverage-type</use> <use>/environment/clouds/layer[2]/coverage-type</use>
</cloud-cover2> </cloud-cover>
<cloud-cover3> <cloud-cover n="3">
<use>/environment/clouds/layer[3]/coverage-type</use> <use>/environment/clouds/layer[3]/coverage-type</use>
</cloud-cover3> </cloud-cover>
<cloud-cover4> <cloud-cover n="4">
<use>/environment/clouds/layer[4]/coverage-type</use> <use>/environment/clouds/layer[4]/coverage-type</use>
</cloud-cover4> </cloud-cover>
<!--<wind> <!--<wind>
<use>/environment/wind-speed-kt</use> <use>/environment/wind-speed-kt</use>
</wind>--> </wind>-->
<windE> <windE>
<use>/environment/config/boundary/entry[0]/wind-from-east-fps</use> <use>/environment/sea/surface/wind-from-east-fps</use>
</windE> </windE>
<windN> <windN>
<use>/environment/config/boundary/entry[0]/wind-from-north-fps</use> <use>/environment/sea/surface/wind-from-north-fps</use>
</windN> </windN>
<wind-from> <wind-from>
<use>/environment/config/boundary/entry[0]/wind-from-heading-deg</use> <use>/environment/config/boundary/entry[0]/wind-from-heading-deg</use>
</wind-from> </wind-from>
<WaveFreq>
<use>/environment/wave/freq</use>
</WaveFreq>
<WaveAmp>
<use>/environment/wave/amp</use>
</WaveAmp>
<WaveSharp>
<use>/environment/wave/sharp</use>
</WaveSharp>
<WaveAngle>
<use>/environment/wave/angle</use>
</WaveAngle>
<WaveFactor>
<use>/environment/wave/factor</use>
</WaveFactor>
<WaveDAngle>
<use>/environment/wave/dangle</use>
</WaveDAngle>
<!-- fog include -->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
</fogtype>
<!-- END fog include -->
</parameters> </parameters>
<technique n="8"> <technique n="8">
<predicate> <predicate>
<and> <and>
<property>/sim/rendering/water-shader</property> <property>/sim/rendering/shaders/water</property>
<property>/sim/rendering/shader-effects</property>
<less-equal> <less-equal>
<value type="float">2.0</value> <value type="float">4.0</value>
<float-property>/sim/rendering/quality-level</float-property> <float-property>/sim/rendering/shaders/water</float-property>
</less-equal> </less-equal>
<or> <or>
<less-equal> <less-equal>
@ -251,9 +289,15 @@
<use>texture[6]/internal-format</use> <use>texture[6]/internal-format</use>
</internal-format> </internal-format>
</texture-unit> </texture-unit>
<texture-unit>
<unit>9</unit>
<type>noise</type>
</texture-unit>
<program> <program>
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
<vertex-shader>Shaders/water.vert</vertex-shader> <vertex-shader>Shaders/water.vert</vertex-shader>
<fragment-shader>Shaders/water.frag</fragment-shader> <fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/water_sine.frag</fragment-shader>
</program> </program>
<uniform> <uniform>
<name>water_reflection</name> <name>water_reflection</name>
@ -295,35 +339,35 @@
<name>CloudCover0</name> <name>CloudCover0</name>
<type>float</type> <type>float</type>
<value> <value>
<use>cloud-cover0</use> <use>cloud-cover[0]</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>CloudCover1</name> <name>CloudCover1</name>
<type>float</type> <type>float</type>
<value> <value>
<use>cloud-cover1</use> <use>cloud-cover[1]</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>CloudCover2</name> <name>CloudCover2</name>
<type>float</type> <type>float</type>
<value> <value>
<use>cloud-cover2</use> <use>cloud-cover[2]</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>CloudCover3</name> <name>CloudCover3</name>
<type>float</type> <type>float</type>
<value> <value>
<use>cloud-cover3</use> <use>cloud-cover[3]</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
<name>CloudCover4</name> <name>CloudCover4</name>
<type>float</type> <type>float</type>
<value> <value>
<use>cloud-cover4</use> <use>cloud-cover[4]</use>
</value> </value>
</uniform> </uniform>
<uniform> <uniform>
@ -362,13 +406,109 @@
<use>wind-from</use> <use>wind-from</use>
</value> </value>
</uniform> </uniform>
<uniform>
<name>WaveFreq</name>
<type>float</type>
<value>
<use>WaveFreq</use>
</value>
</uniform>
<uniform>
<name>WaveAmp</name>
<type>float</type>
<value>
<use>WaveAmp</use>
</value>
</uniform>
<uniform>
<name>WaveSharp</name>
<type>float</type>
<value>
<use>WaveSharp</use>
</value>
</uniform>
<uniform>
<name>WaveAngle</name>
<type>float</type>
<value>
<use>WaveAngle</use>
</value>
</uniform>
<uniform>
<name>WaveFactor</name>
<type>float</type>
<value>
<use>WaveFactor</use>
</value>
</uniform>
<uniform>
<name>WaveDAngle</name>
<type>float</type>
<value>
<use>WaveDAngle</use>
</value>
</uniform>
<uniform>
<name>Noise</name>
<type>sampler-3d</type>
<value type="int">9</value>
</uniform>
<!-- BEGIN fog include -->
<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>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass> </pass>
</technique> </technique>
<technique n="9"> <technique n="9">
<predicate> <predicate>
<and> <and>
<property>/sim/rendering/water-shader</property> <property>/sim/rendering/shaders/water</property>
<property>/sim/rendering/shader-effects</property> <less-equal>
<value type="float">2.0</value>
<float-property>/sim/rendering/shaders/water</float-property>
</less-equal>
<or> <or>
<less-equal> <less-equal>
<value type="float">2.0</value> <value type="float">2.0</value>
@ -415,17 +555,323 @@
</render-bin> </render-bin>
<texture-unit> <texture-unit>
<unit>0</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>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>
<texture-unit>
<unit>4</unit>
<image>
<use>texture[4]/image</use>
</image>
<filter>
<use>texture[4]/filter</use>
</filter>
<wrap-s>
<use>texture[4]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[4]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>5</unit>
<image>
<use>texture[5]/image</use>
</image>
<filter>
<use>texture[5]/filter</use>
</filter>
<wrap-s>
<use>texture[5]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[5]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[5]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>6</unit>
<image>
<use>texture[6]/image</use>
</image>
<filter>
<use>texture[6]/filter</use>
</filter>
<wrap-s>
<use>texture[6]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[6]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[6]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>9</unit>
<type>noise</type> <type>noise</type>
</texture-unit> </texture-unit>
<program> <program>
<vertex-shader>Shaders/water-orig.vert</vertex-shader> <vertex-shader>Shaders/include_fog.vert</vertex-shader>
<fragment-shader>Shaders/water-orig.frag</fragment-shader> <vertex-shader>Shaders/water.vert</vertex-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/water.frag</fragment-shader>
</program> </program>
<uniform> <uniform>
<name>texture</name> <name>water_reflection</name>
<type>sampler-3d</type> <type>sampler-2d</type>
<value type="int">0</value> <value type="int">0</value>
</uniform> </uniform>
<uniform>
<name>water_normalmap</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>water_dudvmap</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>water_reflection_grey</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>sea_foam</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>perlin_normalmap</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>saturation</name>
<type>float</type>
<!--<value>0.4</value>-->
<value>
<use>saturation</use>
</value>
</uniform>
<uniform>
<name>CloudCover0</name>
<type>float</type>
<value>
<use>cloud-cover[0]</use>
</value>
</uniform>
<uniform>
<name>CloudCover1</name>
<type>float</type>
<value>
<use>cloud-cover[1]</use>
</value>
</uniform>
<uniform>
<name>CloudCover2</name>
<type>float</type>
<value>
<use>cloud-cover[2]</use>
</value>
</uniform>
<uniform>
<name>CloudCover3</name>
<type>float</type>
<value>
<use>cloud-cover[3]</use>
</value>
</uniform>
<uniform>
<name>CloudCover4</name>
<type>float</type>
<value>
<use>cloud-cover[4]</use>
</value>
</uniform>
<uniform>
<name>Status</name>
<type>int</type>
<value>
<use>status</use>
</value>
<!--<value type="int">0</value> -->
</uniform>
<uniform>
<name>Overcast</name>
<type>float</type>
<value>
<use>overcast</use>
</value>
</uniform>
<uniform>
<name>WindE</name>
<type>float</type>
<value>
<use>windE</use>
</value>
</uniform>
<uniform>
<name>WindN</name>
<type>float</type>
<value>
<use>windN</use>
</value>
</uniform>
<uniform>
<name>WindFrom</name>
<type>float</type>
<value>
<use>wind-from</use>
</value>
</uniform>
<uniform>
<name>WaveFreq</name>
<type>float</type>
<value>
<use>WaveFreq</use>
</value>
</uniform>
<uniform>
<name>WaveAmp</name>
<type>float</type>
<value>
<use>WaveAmp</use>
</value>
</uniform>
<uniform>
<name>WaveSharp</name>
<type>float</type>
<value>
<use>WaveSharp</use>
</value>
</uniform>
<uniform>
<name>WaveAngle</name>
<type>float</type>
<value>
<use>WaveAngle</use>
</value>
</uniform>
<uniform>
<name>WaveFactor</name>
<type>float</type>
<value>
<use>WaveFactor</use>
</value>
</uniform>
<uniform>
<name>WaveDAngle</name>
<type>float</type>
<value>
<use>WaveDAngle</use>
</value>
</uniform>
<uniform>
<name>Noise</name>
<type>sampler-3d</type>
<value type="int">9</value>
</uniform>
<!-- BEGIN fog include -->
<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>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass> </pass>
</technique> </technique>
</PropertyList> </PropertyList>