Merge branch 'master' of git://gitorious.org/fg/fgdata
This commit is contained in:
commit
7950958645
7 changed files with 171 additions and 12 deletions
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@ -12,6 +12,8 @@
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# Global API. Automatically selects the right walker for the current view.
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# NOTE: Coordinates are always 3 component lists: [x, y, z].
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# The coordinate system is the same as the main 3d model one.
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# X - back, Y - right and Z - up.
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# Set the forward speed of the active walker.
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# speed - walker speed in m/sec
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@ -39,6 +41,17 @@ var side_step = func (speed) {
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}
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}
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# Get the currently active walker.
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# Returns the active walker object or nil otherwise.
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var active_walker = func {
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var cv = view.current.getPath();
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if (contains(walkers, cv)) {
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return walkers[cv];
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} else {
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return nil;
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}
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}
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###############################################################################
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# The walker class.
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# ==============================================================================
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@ -77,6 +90,10 @@ var side_step = func (speed) {
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# [19.5, 0.3, -8.85]);
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# var walker = walkview.walker.new("Passenger View", constraint);
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#
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# NOTES:
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# Currently there can only be one view manager per view so the
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# walk view should not have any other view manager.
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#
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var walker = {
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new : func (view_name, constraints = nil) {
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var obj = { parents : [walker] };
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@ -36,7 +36,7 @@
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<write-mask>false</write-mask>
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</depth>
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<render-bin>
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<bin-number>10</bin-number>
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<bin-number>9</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<texture-unit>
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15
Shaders/contrail.frag
Normal file
15
Shaders/contrail.frag
Normal file
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@ -0,0 +1,15 @@
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uniform sampler2D baseTexture;
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varying float fogFactor;
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varying float distanceFactor;
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varying vec2 texCoord;
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void main(void)
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{
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vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
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vec4 finalColor = base * gl_Color;
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gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor);
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gl_FragColor.a = mix(0.0, finalColor.a, distanceFactor);
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}
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99
Shaders/contrail.vert
Normal file
99
Shaders/contrail.vert
Normal file
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@ -0,0 +1,99 @@
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// -*-C++-*-
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#version 120
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varying float fogFactor;
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varying float distanceFactor;
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uniform sampler3D Noise;
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uniform float scale_x;
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uniform float scale_y;
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uniform float scale_z;
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uniform float offset_x;
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uniform float offset_y;
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uniform float offset_z;
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uniform float fade_max;
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uniform float fade_min;
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void main(void)
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{
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vec4 rawpos = gl_Vertex;
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float shade = 0.9;
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float cloud_height = 30000.0;
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// map noise vectors
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vec4 noisevec = texture3D(Noise, rawpos.xyz);
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float noise0 = (noisevec.r * 2) - 1;
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float noise1 =(noisevec.g * 2) - 1;
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vec2 noise2 = noisevec.xy;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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//gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);
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vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
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vec3 u = normalize(ep.xyz - l.xyz);
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// Find a rotation matrix that rotates 1,0,0 into u. u, r and w are
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// the columns of that matrix.
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vec3 absu = abs(u);
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vec3 r = normalize(vec3(-u.y, u.x, 0));
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vec3 w = cross(u, r);
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// Do the matrix multiplication by [ u r w pos]. Scale
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// the x component first
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gl_Position = vec4(gl_Vertex.x * scale_x, 0.0, 0.0, 1.0);
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gl_Position.xyz += gl_Vertex.x * u;
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gl_Position.xyz += gl_Vertex.y * r * scale_y;
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gl_Position.xyz += gl_Vertex.z * w * scale_z;
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// Adjust the position post-rotation and scaling
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gl_Position.yz -= 3/2;
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// Offset in y and z directions using a random noise factor
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float offset_Y = (noise0 * offset_y) + offset_y/2;
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float offset_Z = (noise0 * offset_z) + offset_z/2;
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distanceFactor = 1.0 - clamp(abs(noise0), fade_min, fade_max);
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// distanceFactor = 0.5;
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gl_Position.y += offset_Y;
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gl_Position.z += offset_Z;
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gl_Position.xyz += gl_Color.xyz;
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// Determine a lighting normal based on the vertex position from the
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// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
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float n = dot(normalize(-gl_LightSource[0].position.xyz),
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normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));;
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// Determine the position - used for fog and shading calculations
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vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
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float fogCoord = abs(ecPosition.z);
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float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);
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// Final position of the sprite
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gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
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// Calculate the total offset distance in the yx plane, normalised
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/*float distance = normalize(sqrt(pow(gl_Position.y, 2) + pow(gl_Position.z, 2)));
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distanceFactor = 1.0 - clamp(distance, 0.5, 1.0);*/
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// Determine the shading of the sprite based on its vertical position and position relative to the sun.
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n = min(smoothstep(-0.5, 0.0, n), fract);
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// Determine the shading based on a mixture from the backlight to the front
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vec4 backlight = gl_LightSource[0].diffuse * shade;
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gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
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gl_FrontColor += gl_FrontLightModelProduct.sceneColor;
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// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
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gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1 - smoothstep(30000.0, 40000.0, fogCoord));
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gl_BackColor = gl_FrontColor;
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// Fog doesn't affect clouds as much as other objects.
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fogFactor = exp( -gl_Fog.density * fogCoord);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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}
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@ -270,6 +270,15 @@
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<command>dialog-apply</command>
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</binding>
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</checkbox>
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<checkbox>
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<halign>left</halign>
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<label>Persistent contrails</label>
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<property>/sim/rendering/contrail-shader</property>
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<binding>
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<command>dialog-apply</command>
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</binding>
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</checkbox>
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</group>
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<group>
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@ -2935,7 +2935,7 @@ Shared parameters for various materials.
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<r>0.92157</r>
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<g>0.92157</g>
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<b>0.76471</b>
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<a>1</a>
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<a>1.0</a>
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</emissive>
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</material>
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@ -2945,7 +2945,7 @@ Shared parameters for various materials.
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<r>0.92157</r>
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<g>0.92157</g>
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<b>0.76471</b>
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<a>1</a>
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<a>1.0</a>
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</emissive>
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</material>
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@ -2955,7 +2955,7 @@ Shared parameters for various materials.
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<r>0.92157</r>
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<g>0.92157</g>
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<b>0.76471</b>
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<a>1</a>
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<a>1.0</a>
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</emissive>
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</material>
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@ -2985,7 +2985,7 @@ Shared parameters for various materials.
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<r>0.92157</r>
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<g>0.92157</g>
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<b>0.76471</b>
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<a>1</a>
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<a>1.0</a>
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</emissive>
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</material>
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@ -2995,7 +2995,7 @@ Shared parameters for various materials.
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<r>0.92157</r>
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<g>0.92157</g>
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<b>0.76471</b>
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<a>1</a>
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<a>1.0</a>
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</emissive>
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</material>
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@ -3005,7 +3005,7 @@ Shared parameters for various materials.
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<r>0.92157</r>
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<g>0.84314</g>
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<b>0.078431</b>
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<a>1</a>
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<a>1.0</a>
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</emissive>
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</material>
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@ -3035,7 +3035,7 @@ Shared parameters for various materials.
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<r>0.92157</r>
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<g>0.35294</g>
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<b>0.35294</b>
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<a>1</a>
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<a>1.0</a>
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</emissive>
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</material>
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@ -3065,7 +3065,7 @@ Shared parameters for various materials.
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<r>0.078431</r>
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<g>0.92157</g>
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<b>0.078431</b>
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<a>1</a>
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<a>1.0</a>
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</emissive>
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</material>
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@ -58,6 +58,7 @@ Started September 2000 by David Megginson, david@megginson.com
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<debug type="bool">false</debug>
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<realism>5</realism>
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<filtering>8</filtering>
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<multithreading-mode>AutomaticSelection</multithreading-mode>
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<static-lod>
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<detailed userarchive="y">1500</detailed>
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<rough userarchive="y">9000</rough>
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@ -137,8 +138,10 @@ Started September 2000 by David Megginson, david@megginson.com
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<landmass-shader userarchive="y">0</landmass-shader>
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<water-shader userarchive="y">0</water-shader>
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<urban-shader userarchive="y">0</urban-shader>
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<contrail-shader userarchive="y">0</contrail-shader>
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<snow-level-m type="double">2000.0</snow-level-m>
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<quality-level type="double" userarchive="y">0.0</quality-level>
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</rendering>
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<model-hz type="int">120</model-hz>
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<navdb>
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@ -783,6 +786,22 @@ Started September 2000 by David Megginson, david@megginson.com
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<wind-speed-change-rel>1.3</wind-speed-change-rel>
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</entry>
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<entry>
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<elevation-ft>30000</elevation-ft>
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<wind-from-heading-deg>330</wind-from-heading-deg>
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<wind-speed-kt>50</wind-speed-kt>
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<wind-heading-change-deg>35</wind-heading-change-deg>
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<wind-speed-change-rel>1.3</wind-speed-change-rel>
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</entry>
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<entry>
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<elevation-ft>40000</elevation-ft>
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<wind-from-heading-deg>340</wind-from-heading-deg>
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<wind-speed-kt>70</wind-speed-kt>
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<wind-heading-change-deg>35</wind-heading-change-deg>
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<wind-speed-change-rel>1.3</wind-speed-change-rel>
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</entry>
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</aloft>
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</config>
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@ -790,14 +809,14 @@ Started September 2000 by David Megginson, david@megginson.com
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<clouds>
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<status>true</status>
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<layer n="0">
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<coverage>scattered</coverage>
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<coverage>clear</coverage>
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<elevation-ft>4000</elevation-ft>
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<thickness-ft>600</thickness-ft>
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<transition-ft>150</transition-ft>
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<span-m>40000</span-m>
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</layer>
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<layer n="1">
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<coverage>cirrus</coverage>
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<coverage>clear</coverage>
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<elevation-ft>19500</elevation-ft>
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<thickness-ft>65</thickness-ft>
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<transition-ft>25</transition-ft>
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