Adapt to new rendering gui
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
parent
17c1f39137
commit
746b38ca9c
7 changed files with 1711 additions and 728 deletions
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@ -15,11 +15,45 @@
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</wind-speed>
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<offset>0.0</offset>
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<amplitude-factor>0.08</amplitude-factor>
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<windE>
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<use>/environment/sea/surface/wind-from-east-fps</use>
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</windE>
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<windN>
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<use>/environment/sea/surface/wind-from-north-fps</use>
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</windN>
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<speed-kt>0.0</speed-kt>
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<heading-deg>0.0</heading-deg>
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<!-- fog include -->
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<visibility>
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<use>/environment/ground-visibility-m</use>
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</visibility>
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<avisibility>
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<use>/environment/visibility-m</use>
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</avisibility>
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<lthickness>
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<use>/environment/ground-haze-thickness-m</use>
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</lthickness>
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<scattering>
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<use>/rendering/scene/scattering</use>
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</scattering>
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<terminator>
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<use>/environment/terminator-relative-position-m</use>
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</terminator>
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<fogtype>
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<use>/sim/rendering/scattering-shader</use>
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</fogtype>
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<!-- END fog include -->
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</parameters>
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/shader-effects</property>
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<!--<property>/sim/rendering/shader-effects</property>-->
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<less-equal>
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<value type="float">3.0</value>
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<float-property>/sim/rendering/shaders/quality-level</float-property>
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</less-equal>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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@ -114,7 +148,9 @@
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/include_fog.vert</vertex-shader>
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<vertex-shader>Shaders/flutter.vert</vertex-shader>
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<fragment-shader>Shaders/include_fog.frag</fragment-shader>
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<fragment-shader>Shaders/default.frag</fragment-shader>
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</program>
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<!--<uniform>
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@ -155,6 +191,79 @@
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<type>sampler-3d</type>
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<value type="int">9</value>
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</uniform>
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<uniform>
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<name>WindE</name>
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<type>float</type>
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<value>
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<use>windE</use>
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</value>
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</uniform>
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<uniform>
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<name>WindN</name>
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<type>float</type>
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<value>
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<use>windN</use>
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</value>
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</uniform>
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<uniform>
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<name>spd</name>
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<type>float</type>
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<value>
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<use>speed-kt</use>
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</value>
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</uniform>
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<uniform>
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<name>hdg</name>
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<type>float</type>
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<value>
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<use>heading-deg</use>
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</value>
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</uniform>
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<!-- BEGIN fog include -->
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value>
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<use>avisibility</use>
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</value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value>
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<use>lthickness</use>
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</value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value>
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<use>scattering</use>
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</value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value>
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<use>terminator</use>
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</value>
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</uniform>
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<uniform>
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<name>fogType</name>
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<type>int</type>
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<value>
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<use>fogtype</use>
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</value>
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</uniform>
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<!-- END fog include -->
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</pass>
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</technique>
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@ -1,14 +1,36 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/model-default</name>
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<!-- <inherits-from>Effects/shadow</inherits-from> -->
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<parameters>
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<texture n ="0">
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<type>white</type>
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</texture>
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<vertex-program-two-side type="bool">false</vertex-program-two-side>
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<material>
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<color-mode-uniform>1</color-mode-uniform> <!-- DIFFUSE -->
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<color-mode-uniform>1</color-mode-uniform>
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<!-- DIFFUSE -->
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</material>
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<!-- BEGIN fog include -->
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<visibility>
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<use>/environment/ground-visibility-m</use>
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</visibility>
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<avisibility>
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<use>/environment/visibility-m</use>
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</avisibility>
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<lthickness>
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<use>/environment/ground-haze-thickness-m</use>
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</lthickness>
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<scattering>
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<use>/rendering/scene/scattering</use>
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</scattering>
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<terminator>
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<use>/environment/terminator-relative-position-m</use>
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</terminator>
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<fogtype>
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<use>/sim/rendering/scattering-shader</use>
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</fogtype>
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<!-- END fog include -->
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</parameters>
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<technique n="10">
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<predicate>
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@ -31,33 +53,69 @@
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<pass>
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<lighting>true</lighting>
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<material>
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<active><use>material/active</use></active>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode><use>material/color-mode</use></color-mode>
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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<active><use>blend/active</use></active>
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<source><use>blend/source</use></source>
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<destination><use>blend/destination</use></destination>
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<active>
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<use>blend/active</use>
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</active>
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<source>
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<use>blend/source</use>
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</source>
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<destination>
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<use>blend/destination</use>
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</destination>
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</blend>
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<shade-model><use>shade-model</use></shade-model>
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<cull-face><use>cull-face</use></cull-face>
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<rendering-hint><use>rendering-hint</use></rendering-hint>
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<shade-model>
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<use>shade-model</use>
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</shade-model>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
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<texture-unit>
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<!-- The texture unit is always active because the shaders expect
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that. -->
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<unit>0</unit>
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<!-- If there is a texture, the type in the derived effect
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will be "2d". -->
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<type>
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<use>texture[0]/type</use>
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</type>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<!--
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<internal-format>
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<use>texture[0]/internal-format</use>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/default.vert</vertex-shader>
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<fragment-shader>Shaders/default.frag</fragment-shader>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<!--fog include-->
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<vertex-shader n="1">Shaders/default.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<!--fog include-->
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<fragment-shader n="1">Shaders/default.frag</fragment-shader>
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</program>
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<!-- BEGIN fog include -->
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value>
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<use>avisibility</use>
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</value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value>
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<use>lthickness</use>
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</value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value>
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<use>scattering</use>
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</value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value>
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<use>terminator</use>
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</value>
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</uniform>
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<uniform>
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<name>fogType</name>
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<type>int</type>
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<value>
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<use>fogtype</use>
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</value>
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</uniform>
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<!-- END fog include -->
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<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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<uniform>
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<name>colorMode</name>
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<type>int</type>
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<value><use>material/color-mode-uniform</use></value>
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<value>
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<use>material/color-mode-uniform</use>
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</value>
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</uniform>
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</pass>
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</technique>
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<pass>
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<lighting>true</lighting>
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<material>
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<active><use>material/active</use></active>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode><use>material/color-mode</use></color-mode>
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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<active><use>blend/active</use></active>
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<source><use>blend/source</use></source>
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<destination><use>blend/destination</use></destination>
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<active>
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<use>blend/active</use>
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</active>
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<source>
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<use>blend/source</use>
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</source>
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<destination>
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<use>blend/destination</use>
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</destination>
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</blend>
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<shade-model><use>shade-model</use></shade-model>
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<cull-face><use>cull-face</use></cull-face>
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<rendering-hint><use>rendering-hint</use></rendering-hint>
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<shade-model>
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<use>shade-model</use>
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</shade-model>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
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<texture-unit>
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<active><use>texture[0]/active</use></active>
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<active>
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<use>texture[0]/active</use>
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</active>
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<unit>0</unit>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<!--
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<internal-format>
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<use>texture[0]/internal-format</use>
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@ -52,14 +52,16 @@
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<rainbowiness type="float">0.01</rainbowiness>
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<fresneliness>0.01</fresneliness>
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<noisiness>0.01</noisiness>
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<!-- <refl_correction>0.0</refl_correction> -->
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<!-- <refl_correction>0.0</refl_correction> -->
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<ambient_correction>0.01</ambient_correction>
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<reflect_map>1</reflect_map>
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<normalmap_dds>1</normalmap_dds>
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<vertex-program-two-side type="bool">false</vertex-program-two-side>
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<cull-face>back</cull-face>
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<wetness>
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<use>/environment/rain-norm</use>
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</wetness>
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<!-- BEGIN fog include -->
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<visibility>
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<use>/environment/ground-visibility-m</use>
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@ -106,11 +108,21 @@
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<pass>
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<texture-unit>
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<unit>0</unit>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[1]/internal-format</use></internal-format>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[1]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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@ -212,6 +224,10 @@
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<program>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<vertex-shader n="1">Shaders/reflect-bump-spec.vert</vertex-shader>
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@ -2,15 +2,42 @@
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<PropertyList>
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||||
<name>Effects/skydome</name>
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<parameters>
|
||||
<mie><use>/sim/rendering/mie</use></mie>
|
||||
<rayleigh><use>/sim/rendering/rayleigh</use></rayleigh>
|
||||
<density><use>/sim/rendering/dome-density</use></density>
|
||||
<mie>
|
||||
<use>/sim/rendering/mie</use>
|
||||
</mie>
|
||||
<rayleigh>
|
||||
<use>/sim/rendering/rayleigh</use>
|
||||
</rayleigh>
|
||||
<density>
|
||||
<use>/sim/rendering/dome-density</use>
|
||||
</density>
|
||||
<overcast>
|
||||
<use>/rendering/scene/overcast</use>
|
||||
</overcast>
|
||||
<saturation>
|
||||
<use>/rendering/scene/saturation</use>
|
||||
</saturation>
|
||||
<scattering>
|
||||
<use>/rendering/scene/scattering</use>
|
||||
</scattering>
|
||||
<visibility>
|
||||
<use>/environment/ground-visibility-m</use>
|
||||
</visibility>
|
||||
<avisibility>
|
||||
<use>/environment/visibility-m</use>
|
||||
</avisibility>
|
||||
<lthickness>
|
||||
<use>/environment/ground-haze-thickness-m</use>
|
||||
</lthickness>
|
||||
<terminator>
|
||||
<use>/environment/terminator-relative-position-m</use>
|
||||
</terminator>
|
||||
</parameters>
|
||||
<technique n="8">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/shader-effects</property>
|
||||
<property>/sim/rendering/scattering-shader</property>
|
||||
<property>/sim/rendering/shaders/quality-level</property>
|
||||
<property>/sim/rendering/shaders/skydome</property>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
|
@ -37,17 +64,72 @@
|
|||
<uniform>
|
||||
<name>mK</name>
|
||||
<type>float</type>
|
||||
<value><use>mie</use></value>
|
||||
<value>
|
||||
<use>mie</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>rK</name>
|
||||
<type>float</type>
|
||||
<value><use>rayleigh</use></value>
|
||||
<value>
|
||||
<use>rayleigh</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>density</name>
|
||||
<type>float</type>
|
||||
<value><use>density</use></value>
|
||||
<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>
|
||||
|
|
|
@ -8,7 +8,7 @@ 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)
|
||||
|
||||
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>
|
||||
|
@ -62,6 +62,27 @@ parameters :
|
|||
|
||||
<transitions type="float">2.0</transitions>
|
||||
<inverse type="float">0.0</inverse>
|
||||
|
||||
<!-- 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>
|
||||
|
@ -72,8 +93,8 @@ parameters :
|
|||
<technique n="9">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/transition-shader</property>
|
||||
<property>/sim/rendering/shader-effects</property>
|
||||
<property>/sim/rendering/shaders/transition</property>
|
||||
<property>/sim/rendering/shaders/quality-level</property>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
|
@ -209,7 +230,9 @@ parameters :
|
|||
</texture-unit>
|
||||
|
||||
<program>
|
||||
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
|
||||
<vertex-shader>Shaders/transition.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/transition.frag</fragment-shader>
|
||||
</program>
|
||||
|
||||
|
@ -314,6 +337,51 @@ parameters :
|
|||
<use>cloud-cover4</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>
|
||||
</technique>
|
||||
</PropertyList>
|
||||
|
|
130
Effects/tree.eff
130
Effects/tree.eff
|
@ -16,10 +16,31 @@
|
|||
<parameters>
|
||||
<texture n ="0">
|
||||
</texture>
|
||||
<!-- 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>
|
||||
<technique n="10">
|
||||
<predicate>
|
||||
<and>
|
||||
<!--<property>/sim/rendering/shader-effects</property>-->
|
||||
<property>/sim/rendering/random-vegetation</property>
|
||||
<less-equal>
|
||||
<value type="float">1.0</value>
|
||||
|
@ -41,19 +62,67 @@
|
|||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<type>2d</type>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<image>
|
||||
<use>texture[0]/image</use>
|
||||
</image>
|
||||
<wrap-s>clamp</wrap-s>
|
||||
<wrap-t>clamp</wrap-t>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<!-- <vertex-shader>Shaders/include_fog.vert</vertex-shader> -->
|
||||
<vertex-shader>Shaders/tree.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/tree.frag</fragment-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>
|
||||
<pass n="1">
|
||||
<lighting>true</lighting>
|
||||
|
@ -63,7 +132,8 @@
|
|||
<color-mode>off</color-mode>
|
||||
</material>
|
||||
<render-bin>
|
||||
<bin-number>2</bin-number> <!-- RANDOM_OBJECTS_BIN -->
|
||||
<bin-number>2</bin-number>
|
||||
<!-- RANDOM_OBJECTS_BIN -->
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<alpha-test>
|
||||
|
@ -80,19 +150,67 @@
|
|||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<type>2d</type>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<image>
|
||||
<use>texture[0]/image</use>
|
||||
</image>
|
||||
<wrap-s>clamp</wrap-s>
|
||||
<wrap-t>clamp</wrap-t>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/tree.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/tree.frag</fragment-shader>
|
||||
<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>
|
||||
|
|
|
@ -13,8 +13,8 @@
|
|||
<texture n="2">
|
||||
<!--<image>Textures/Water/water-normalmap.png</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/caustic-nm.png</image>-->
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
|
@ -23,8 +23,9 @@
|
|||
<texture n="3">
|
||||
<!--<image>Textures/Water/water-dudv.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_sine_nmap.dds</image>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
|
@ -46,6 +47,7 @@
|
|||
</texture>
|
||||
<texture n="6">
|
||||
<image>Textures/Water/perlin-noise-nm.dds</image>
|
||||
<!-- <image>Textures/Water/water_sine_nmap.dds</image> -->
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
|
@ -60,44 +62,80 @@
|
|||
<overcast>
|
||||
<use>/rendering/scene/overcast</use>
|
||||
</overcast>
|
||||
<cloud-cover0>
|
||||
<cloud-cover n="0">
|
||||
<use>/environment/clouds/layer[0]/coverage-type</use>
|
||||
</cloud-cover0>
|
||||
<cloud-cover1>
|
||||
</cloud-cover>
|
||||
<cloud-cover n="1">
|
||||
<use>/environment/clouds/layer[1]/coverage-type</use>
|
||||
</cloud-cover1>
|
||||
<cloud-cover2>
|
||||
</cloud-cover>
|
||||
<cloud-cover n="2" >
|
||||
<use>/environment/clouds/layer[2]/coverage-type</use>
|
||||
</cloud-cover2>
|
||||
<cloud-cover3>
|
||||
</cloud-cover>
|
||||
<cloud-cover n="3">
|
||||
<use>/environment/clouds/layer[3]/coverage-type</use>
|
||||
</cloud-cover3>
|
||||
<cloud-cover4>
|
||||
</cloud-cover>
|
||||
<cloud-cover n="4">
|
||||
<use>/environment/clouds/layer[4]/coverage-type</use>
|
||||
</cloud-cover4>
|
||||
</cloud-cover>
|
||||
<!--<wind>
|
||||
<use>/environment/wind-speed-kt</use>
|
||||
</wind>-->
|
||||
<windE>
|
||||
<use>/environment/config/boundary/entry[0]/wind-from-east-fps</use>
|
||||
<use>/environment/sea/surface/wind-from-east-fps</use>
|
||||
</windE>
|
||||
<windN>
|
||||
<use>/environment/config/boundary/entry[0]/wind-from-north-fps</use>
|
||||
<use>/environment/sea/surface/wind-from-north-fps</use>
|
||||
</windN>
|
||||
<wind-from>
|
||||
<use>/environment/config/boundary/entry[0]/wind-from-heading-deg</use>
|
||||
</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>
|
||||
<technique n="8">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/water-shader</property>
|
||||
<property>/sim/rendering/shader-effects</property>
|
||||
<property>/sim/rendering/shaders/water</property>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<float-property>/sim/rendering/quality-level</float-property>
|
||||
<value type="float">4.0</value>
|
||||
<float-property>/sim/rendering/shaders/water</float-property>
|
||||
</less-equal>
|
||||
<or>
|
||||
<less-equal>
|
||||
|
@ -251,9 +289,15 @@
|
|||
<use>texture[6]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>9</unit>
|
||||
<type>noise</type>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/include_fog.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>
|
||||
<uniform>
|
||||
<name>water_reflection</name>
|
||||
|
@ -295,35 +339,35 @@
|
|||
<name>CloudCover0</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>cloud-cover0</use>
|
||||
<use>cloud-cover[0]</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>CloudCover1</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>cloud-cover1</use>
|
||||
<use>cloud-cover[1]</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>CloudCover2</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>cloud-cover2</use>
|
||||
<use>cloud-cover[2]</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>CloudCover3</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>cloud-cover3</use>
|
||||
<use>cloud-cover[3]</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>CloudCover4</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>cloud-cover4</use>
|
||||
<use>cloud-cover[4]</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
|
@ -362,13 +406,109 @@
|
|||
<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>
|
||||
</technique>
|
||||
<technique n="9">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/water-shader</property>
|
||||
<property>/sim/rendering/shader-effects</property>
|
||||
<property>/sim/rendering/shaders/water</property>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<float-property>/sim/rendering/shaders/water</float-property>
|
||||
</less-equal>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
|
@ -415,17 +555,323 @@
|
|||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image>
|
||||
<use>texture[0]/image</use>
|
||||
</image>
|
||||
<filter>
|
||||
<use>texture[0]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[0]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[0]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>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>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/water-orig.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/water-orig.frag</fragment-shader>
|
||||
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
|
||||
<vertex-shader>Shaders/water.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/water.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-3d</type>
|
||||
<name>water_reflection</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</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>
|
||||
</technique>
|
||||
</PropertyList>
|
||||
|
|
Loading…
Add table
Reference in a new issue