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Fix black halo around lights by removing depth write

This commit is contained in:
Stuart Buchanan 2014-02-27 22:49:25 +00:00
parent 8c6af01348
commit 7cba9da8a1

View file

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<PropertyList> <PropertyList>
<name>Effects/surface-lights</name> <name>Effects/surface-lights</name>
<parameters> <parameters>
<!-- min-size, max-size, size, attenuation, cull-face parameters filled in by C++ code --> <!-- min-size, max-size, size, attenuation, cull-face parameters filled in by C++ code -->
<texture n="0"> <texture n="0">
<type>light-sprite</type> <type>light-sprite</type>
@ -12,9 +12,9 @@
<avisibility><use>/environment/visibility-m</use></avisibility> <avisibility><use>/environment/visibility-m</use></avisibility>
<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness> <lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt> <eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
</parameters> </parameters>
<technique n="10"> <technique n="10">
<!-- ALS --> <!-- ALS -->
<predicate> <predicate>
<and> <and>
@ -28,7 +28,7 @@
<and> <and>
<extension-supported>GL_ARB_point_sprite</extension-supported> <extension-supported>GL_ARB_point_sprite</extension-supported>
<extension-supported>GL_ARB_point_parameters</extension-supported> <extension-supported>GL_ARB_point_parameters</extension-supported>
<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>
@ -36,22 +36,22 @@
</or> </or>
</and> </and>
</predicate> </predicate>
<pass> <pass>
<render-bin> <render-bin>
<bin-number>8</bin-number> <bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name> <bin-name>DepthSortedBin</bin-name>
</render-bin> </render-bin>
<lighting>false</lighting> <lighting>false</lighting>
<blend> <blend>
<source>src-alpha</source> <source>src-alpha</source>
<destination>one-minus-src-alpha</destination> <destination>one-minus-src-alpha</destination>
</blend> </blend>
<alpha-test> <alpha-test>
<comparison>gequal</comparison> <comparison>gequal</comparison>
<reference type="float">0.1</reference> <reference type="float">0.1</reference>
</alpha-test> </alpha-test>
<cull-face><use>directional</use></cull-face> <cull-face><use>directional</use></cull-face>
<polygon-mode> <polygon-mode>
<front>point</front> <front>point</front>
<back>point</back> <back>point</back>
</polygon-mode> </polygon-mode>
@ -73,8 +73,8 @@
<fragment-shader>Shaders/surface-light-lightfield.frag</fragment-shader> <fragment-shader>Shaders/surface-light-lightfield.frag</fragment-shader>
</program> </program>
<uniform> <uniform>
<name>size</name> <name>size</name>
<type>float</type> <type>float</type>
<value><use>size</use></value> <value><use>size</use></value>
</uniform> </uniform>
<uniform> <uniform>
@ -102,12 +102,11 @@
<type>sampler-2d</type> <type>sampler-2d</type>
<value type="int">0</value> <value type="int">0</value>
</uniform> </uniform>
<vertex-program-point-size>true</vertex-program-point-size> <vertex-program-point-size>true</vertex-program-point-size>
</pass> </pass>
</technique> </technique>
<technique n="17">
<technique n="17">
<!-- Combined technique --> <!-- Combined technique -->
<predicate> <predicate>
<and> <and>
@ -124,22 +123,25 @@
</or> </or>
</and> </and>
</predicate> </predicate>
<pass> <pass>
<render-bin> <render-bin>
<bin-number>8</bin-number> <bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name> <bin-name>DepthSortedBin</bin-name>
</render-bin> </render-bin>
<lighting>false</lighting> <lighting>false</lighting>
<blend> <depth>
<source>src-alpha</source> <write-mask>false</write-mask>
<destination>one-minus-src-alpha</destination> </depth>
</blend> <blend>
<alpha-test> <source>src-alpha</source>
<comparison>gequal</comparison> <destination>one-minus-src-alpha</destination>
<reference type="float">0.1</reference> </blend>
</alpha-test> <alpha-test>
<cull-face><use>directional</use></cull-face> <comparison>gequal</comparison>
<polygon-mode> <reference type="float">0.1</reference>
</alpha-test>
<cull-face><use>directional</use></cull-face>
<polygon-mode>
<front>point</front> <front>point</front>
<back>point</back> <back>point</back>
</polygon-mode> </polygon-mode>
@ -156,11 +158,10 @@
<wrap-s><use>texture[0]/wrap-s</use></wrap-s> <wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t> <wrap-t><use>texture[0]/wrap-t</use></wrap-t>
</texture-unit> </texture-unit>
</pass> </pass>
</technique> </technique>
<technique n="18">
<technique n="18">
<!-- Sprite technique --> <!-- Sprite technique -->
<predicate> <predicate>
<and> <and>
@ -174,18 +175,21 @@
</or> </or>
</and> </and>
</predicate> </predicate>
<pass> <pass>
<render-bin> <render-bin>
<bin-number>8</bin-number> <bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name> <bin-name>DepthSortedBin</bin-name>
</render-bin> </render-bin>
<lighting>false</lighting> <lighting>false</lighting>
<blend> <depth>
<source>src-alpha</source> <write-mask>false</write-mask>
<destination>one-minus-src-alpha</destination> </depth>
</blend> <blend>
<cull-face><use>directional</use></cull-face> <source>src-alpha</source>
<polygon-mode> <destination>one-minus-src-alpha</destination>
</blend>
<cull-face><use>directional</use></cull-face>
<polygon-mode>
<front>point</front> <front>point</front>
<back>point</back> <back>point</back>
</polygon-mode> </polygon-mode>
@ -196,10 +200,10 @@
<wrap-s><use>texture[0]/wrap-s</use></wrap-s> <wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t> <wrap-t><use>texture[0]/wrap-t</use></wrap-t>
</texture-unit> </texture-unit>
</pass> </pass>
</technique> </technique>
<technique n="19"> <technique n="19">
<!-- Attenuation technique --> <!-- Attenuation technique -->
<predicate> <predicate>
<and> <and>
@ -212,47 +216,53 @@
</or> </or>
</and> </and>
</predicate> </predicate>
<pass> <pass>
<point> <point>
<min-size><use>min-size</use></min-size> <min-size><use>min-size</use></min-size>
<max-size><use>max-size</use></max-size> <max-size><use>max-size</use></max-size>
<size><use>size</use></size> <size><use>size</use></size>
<attenuation><use>attenuation</use></attenuation> <attenuation><use>attenuation</use></attenuation>
</point> </point>
<render-bin> <render-bin>
<bin-number>8</bin-number> <bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name> <bin-name>DepthSortedBin</bin-name>
</render-bin> </render-bin>
<blend> <depth>
<source>src-alpha</source> <write-mask>false</write-mask>
<destination>one-minus-src-alpha</destination> </depth>
</blend> <blend>
<lighting>false</lighting> <source>src-alpha</source>
<cull-face><use>directional</use></cull-face> <destination>one-minus-src-alpha</destination>
<polygon-mode> </blend>
<lighting>false</lighting>
<cull-face><use>directional</use></cull-face>
<polygon-mode>
<front>point</front> <front>point</front>
<back>point</back> <back>point</back>
</polygon-mode> </polygon-mode>
</pass> </pass>
</technique> </technique>
<technique n="20"> <technique n="20">
<!-- Basic technique --> <!-- Basic technique -->
<pass> <pass>
<render-bin> <render-bin>
<bin-number>8</bin-number> <bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name> <bin-name>DepthSortedBin</bin-name>
</render-bin> </render-bin>
<lighting>false</lighting> <lighting>false</lighting>
<blend> <depth>
<source>src-alpha</source> <write-mask>false</write-mask>
<destination>one-minus-src-alpha</destination> </depth>
</blend> <blend>
<cull-face><use>directional</use></cull-face> <source>src-alpha</source>
<polygon-mode> <destination>one-minus-src-alpha</destination>
</blend>
<cull-face><use>directional</use></cull-face>
<polygon-mode>
<front>point</front> <front>point</front>
<back>point</back> <back>point</back>
</polygon-mode> </polygon-mode>
</pass> </pass>
</technique> </technique>
</PropertyList> </PropertyList>