diff --git a/Aircraft/Generic/Effects/Gradients.png b/Aircraft/Generic/Effects/Gradients.png
index 5406b14b2..93eab52fc 100644
Binary files a/Aircraft/Generic/Effects/Gradients.png and b/Aircraft/Generic/Effects/Gradients.png differ
diff --git a/Effects/model-combined-deferred.eff b/Effects/model-combined-deferred.eff
index c5370cd29..555fd3ac9 100644
--- a/Effects/model-combined-deferred.eff
+++ b/Effects/model-combined-deferred.eff
@@ -93,9 +93,9 @@ the objects that use it, and replaces it with the default shader.
-
-
-
+
+
+
@@ -120,9 +120,9 @@ the objects that use it, and replaces it with the default shader.
-
-
-
+
+
+
@@ -142,9 +142,9 @@ the objects that use it, and replaces it with the default shader.
-
-
-
+
+
+
@@ -164,9 +164,9 @@ the objects that use it, and replaces it with the default shader.
-
-
-
+
+
+
@@ -201,9 +201,9 @@ the objects that use it, and replaces it with the default shader.
-
-
-
+
+
+
@@ -218,7 +218,7 @@ the objects that use it, and replaces it with the default shader.
-
+ -->
@@ -285,7 +285,7 @@ the objects that use it, and replaces it with the default shader.
5
-
-
-
- ReflGradientsTex
- sampler-2d
- 6
+ -->
+
+
+ ReflGradientsTex
+ sampler-2d
+ 6
@@ -546,14 +546,6 @@ the objects that use it, and replaces it with the default shader.
-
-
- shader_qual
- int
-
-
-
-
hdg
diff --git a/Effects/model-combined-transparent.eff b/Effects/model-combined-transparent.eff
index fceb6a10f..3d1c68d27 100644
--- a/Effects/model-combined-transparent.eff
+++ b/Effects/model-combined-transparent.eff
@@ -79,13 +79,13 @@ and fallback to plain transparency when the model shader is disabled.
DepthSortedBin
- 0
+ 0
-
-
-
+
+
+
@@ -198,9 +198,9 @@ and fallback to plain transparency when the model shader is disabled.
-
-
-
+
+
+
@@ -225,9 +225,9 @@ and fallback to plain transparency when the model shader is disabled.
-
-
-
+
+
+
@@ -247,9 +247,9 @@ and fallback to plain transparency when the model shader is disabled.
-
-
-
+
+
+
@@ -269,9 +269,9 @@ and fallback to plain transparency when the model shader is disabled.
-
-
-
+
+
+
@@ -308,9 +308,9 @@ and fallback to plain transparency when the model shader is disabled.
-
-
-
+
+
+
@@ -629,14 +629,6 @@ and fallback to plain transparency when the model shader is disabled.
-
-
- shader_qual
- int
-
-
-
-
hdg
diff --git a/Effects/model-combined.eff b/Effects/model-combined.eff
index ddc36214f..dd21306cc 100644
--- a/Effects/model-combined.eff
+++ b/Effects/model-combined.eff
@@ -8,16 +8,16 @@ please see Docs/README.model-combined.eff for documentation
-
+ -->
0
0
1.0
Aircraft/Generic/Effects/null_bumpspec.png
- 2d
+ 2d
linear-mipmap-linear
clamp
clamp
@@ -36,7 +36,7 @@ please see Docs/README.model-combined.eff for documentation
1.0 1.0 1.0
Aircraft/Generic/Effects/greymap.png
- 2d
+ 2d
linear-mipmap-linear
clamp
clamp
@@ -49,7 +49,7 @@ please see Docs/README.model-combined.eff for documentation
0
Aircraft/Generic/Effects/ReflectMaps/reflectmap.png
- 2d
+ 2d
linear-mipmap-linear
clamp
clamp
@@ -76,7 +76,7 @@ please see Docs/README.model-combined.eff for documentation
0.1
Aircraft/Generic/Effects/Gradients.png
- 2d
+ 2d
linear-mipmap-linear
repeat
repeat
@@ -91,7 +91,7 @@ please see Docs/README.model-combined.eff for documentation
10
Textures/Terrain/void.png
- 2d
+ 2d
linear-mipmap-linear
repeat
repeat
@@ -109,10 +109,6 @@ please see Docs/README.model-combined.eff for documentation
0.0
0.05
-
-
-
-
opaque
false
@@ -245,9 +241,9 @@ please see Docs/README.model-combined.eff for documentation
-
-
-
+
+
+
@@ -272,9 +268,9 @@ please see Docs/README.model-combined.eff for documentation
-
-
-
+
+
+
@@ -294,9 +290,9 @@ please see Docs/README.model-combined.eff for documentation
-
-
-
+
+
+
@@ -316,9 +312,9 @@ please see Docs/README.model-combined.eff for documentation
-
-
-
+
+
+
@@ -355,9 +351,9 @@ please see Docs/README.model-combined.eff for documentation
-
-
-
+
+
+
@@ -377,9 +373,9 @@ please see Docs/README.model-combined.eff for documentation
-
-
-
+
+
+
@@ -712,14 +708,6 @@ please see Docs/README.model-combined.eff for documentation
-
-
- shader_qual
- int
-
-
-
-
hdg
@@ -922,9 +910,9 @@ please see Docs/README.model-combined.eff for documentation
-
-
-
+
+
+
@@ -949,9 +937,9 @@ please see Docs/README.model-combined.eff for documentation
-
-
-
+
+
+
@@ -971,9 +959,9 @@ please see Docs/README.model-combined.eff for documentation
-
-
-
+
+
+
@@ -993,9 +981,9 @@ please see Docs/README.model-combined.eff for documentation
-
-
-
+
+
+
@@ -1032,9 +1020,9 @@ please see Docs/README.model-combined.eff for documentation
-
-
-
+
+
+
@@ -1353,14 +1341,6 @@ please see Docs/README.model-combined.eff for documentation
-
-
- shader_qual
- int
-
-
-
-
hdg
diff --git a/Shaders/building-ubershader.vert b/Shaders/building-ubershader.vert
index d0d8cee8c..7a6d8a06b 100644
--- a/Shaders/building-ubershader.vert
+++ b/Shaders/building-ubershader.vert
@@ -64,17 +64,20 @@ void main(void)
normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
//normal = gl_NormalMatrix * normal;
- VNormal = normalize(gl_NormalMatrix * normal);
- if (nmap_enabled > 0 && shader_qual > 2){
- VTangent = normalize(gl_NormalMatrix * tangent);
- VBinormal = normalize(gl_NormalMatrix * binormal);
- } else {
- VTangent = vec3(0.0);
- VBinormal = vec3 (0.0);
- }
- vec3 n = normalize(normal);
- vec3 t = cross(n, vec3(1.0,0.0,0.0));
- vec3 b = cross(n,t);
+ VNormal = normalize(gl_NormalMatrix * normal);
+ vec3 n = normalize(normal);
+ vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
+ vec3 tempBinormal = cross(n, tempTangent);
+
+ if (nmap_enabled > 0){
+ tempTangent = tangent;
+ tempBinormal = binormal;
+ }
+
+ VTangent = normalize(gl_NormalMatrix * tempTangent);
+ VBinormal = normalize(gl_NormalMatrix * tempBinormal);
+ vec3 t = tempTangent;
+ vec3 b = tempBinormal;
// Super hack: if diffuse material alpha is less than 1, assume a
// transparency animation is at work
diff --git a/Shaders/ubershader-gbuffer.frag b/Shaders/ubershader-gbuffer.frag
index 12732ae51..043b1c551 100644
--- a/Shaders/ubershader-gbuffer.frag
+++ b/Shaders/ubershader-gbuffer.frag
@@ -3,6 +3,7 @@
// Authors: Frederic Bouvier and Gijs de Rooy
// with major additions and revisions by
// Emilian Huminiuc and Vivian Meazza 2011
+#version 120
varying vec3 rawpos;
varying vec3 VNormal;
@@ -27,7 +28,6 @@ uniform int refl_enabled;
uniform int refl_map;
uniform int lightmap_enabled;
uniform int lightmap_multi;
-uniform int shader_qual;
uniform int dirt_enabled;
uniform int dirt_multi;
@@ -80,7 +80,7 @@ void main (void)
float pf;
///BEGIN bump
- if (nmap_enabled > 0 && shader_qual > 2){
+ if (nmap_enabled > 0){
N = nmap.rgb * 2.0 - 1.0;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
if (nmap_dds > 0)
@@ -100,7 +100,7 @@ void main (void)
////////////////////////////////////////////////////////////////////
//BEGIN reflect
////////////////////////////////////////////////////////////////////
- if (refl_enabled > 0 && shader_qual > 1){
+ if (refl_enabled > 0){
float reflFactor;
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
if(refl_map > 0){
@@ -163,7 +163,7 @@ void main (void)
vec3 lightmapcolor;
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, lightmap_b_factor, lightmap_a_factor);
lightmapFactor = lightmapFactor * lightmapTexel;
- if (lightmap_multi >0 ){
+ if (lightmap_multi > 0 ){
lightmapcolor = lightmap_r_color * lightmapFactor.r +
lightmap_g_color * lightmapFactor.g +
lightmap_b_color * lightmapFactor.b +
diff --git a/Shaders/ubershader-lightfield.frag b/Shaders/ubershader-lightfield.frag
index 6caf3838c..50b179f7f 100644
--- a/Shaders/ubershader-lightfield.frag
+++ b/Shaders/ubershader-lightfield.frag
@@ -36,7 +36,6 @@ uniform int nmap_dds;
uniform int nmap_enabled;
uniform int refl_enabled;
uniform int refl_map;
-uniform int shader_qual;
uniform int grain_texture_enabled;
uniform float amb_correction;
@@ -218,7 +217,7 @@ void main (void)
/// END grain overlay
///BEGIN bump
- if (nmap_enabled > 0 && shader_qual > 2){
+ if (nmap_enabled > 0){
N = nmap.rgb * 2.0 - 1.0;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
if (nmap_dds > 0)
@@ -258,7 +257,7 @@ void main (void)
////////////////////////////////////////////////////////////////////
//BEGIN reflect
////////////////////////////////////////////////////////////////////
- if (refl_enabled > 0 && shader_qual > 1){
+ if (refl_enabled > 0){
float reflFactor = 0.0;
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
@@ -266,7 +265,7 @@ void main (void)
// map the shininess of the object with user input
//float pam = (map.a * -2) + 1; //reverse map
reflFactor = reflmap.a + transparency_offset;
- } else if (nmap_enabled > 0 && shader_qual > 2) {
+ } else if (nmap_enabled > 0) {
// set the reflectivity proportional to shininess with user input
reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset;
} else {
@@ -331,7 +330,7 @@ void main (void)
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
lightmap_b_factor, lightmap_a_factor);
lightmapFactor = lightmapFactor * lightmapTexel;
- if (lightmap_multi >0 ){
+ if (lightmap_multi > 0 ){
lightmapcolor = lightmap_r_color * lightmapFactor.r +
lightmap_g_color * lightmapFactor.g +
lightmap_b_color * lightmapFactor.b +
diff --git a/Shaders/ubershader.frag b/Shaders/ubershader.frag
index 3e28e5bc3..d2f5f96d8 100644
--- a/Shaders/ubershader.frag
+++ b/Shaders/ubershader.frag
@@ -30,7 +30,6 @@ uniform int nmap_dds;
uniform int nmap_enabled;
uniform int refl_enabled;
uniform int refl_map;
-uniform int shader_qual;
uniform float amb_correction;
uniform float dirt_b_factor;
@@ -73,7 +72,7 @@ void main (void)
float pf = 0.0;
///BEGIN bump
- if (nmap_enabled > 0 && shader_qual > 2){
+ if (nmap_enabled > 0 ){
N = nmap.rgb * 2.0 - 1.0;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
if (nmap_dds > 0)
@@ -111,7 +110,7 @@ void main (void)
////////////////////////////////////////////////////////////////////
//BEGIN reflect
////////////////////////////////////////////////////////////////////
- if (refl_enabled > 0 && shader_qual > 1){
+ if (refl_enabled > 0 ){
float reflFactor = 0.0;
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
@@ -119,7 +118,7 @@ void main (void)
// map the shininess of the object with user input
//float pam = (map.a * -2) + 1; //reverse map
reflFactor = reflmap.a + transparency_offset;
- } else if (nmap_enabled > 0 && shader_qual > 2) {
+ } else if (nmap_enabled > 0) {
// set the reflectivity proportional to shininess with user input
reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset;
} else {
@@ -182,7 +181,7 @@ void main (void)
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
lightmap_b_factor, lightmap_a_factor);
lightmapFactor = lightmapFactor * lightmapTexel;
- if (lightmap_multi >0 ){
+ if (lightmap_multi > 0 ){
lightmapcolor = lightmap_r_color * lightmapFactor.r +
lightmap_g_color * lightmapFactor.g +
lightmap_b_color * lightmapFactor.b +
diff --git a/Shaders/ubershader.vert b/Shaders/ubershader.vert
index 2b4b516ed..23687cb1b 100644
--- a/Shaders/ubershader.vert
+++ b/Shaders/ubershader.vert
@@ -52,19 +52,23 @@ void main(void)
//fog_Func(fogType);
VNormal = normalize(gl_NormalMatrix * gl_Normal);
- if (nmap_enabled > 0 && shader_qual > 2){
- VTangent = normalize(gl_NormalMatrix * tangent);
- VBinormal = normalize(gl_NormalMatrix * binormal);
- } else {
- VTangent = vec3(0.0);
- VBinormal = vec3 (0.0);
- }
- vec3 n = normalize(gl_Normal);
- vec3 t = cross(n, vec3(1.0,0.0,0.0));
- vec3 b = cross(n,t);
- // Super hack: if diffuse material alpha is less than 1, assume a
- // transparency animation is at work
+ vec3 n = normalize(gl_Normal);
+ vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
+ vec3 tempBinormal = cross(n, tempTangent);
+
+ if (nmap_enabled > 0){
+ tempTangent = tangent;
+ tempBinormal = binormal;
+ }
+
+ VTangent = normalize(gl_NormalMatrix * tempTangent);
+ VBinormal = normalize(gl_NormalMatrix * tempBinormal);
+ vec3 t = tempTangent;
+ vec3 b = tempBinormal;
+
+ // Super hack: if diffuse material alpha is less than 1, assume a
+ // transparency animation is at work
if (gl_FrontMaterial.diffuse.a < 1.0)
alpha = gl_FrontMaterial.diffuse.a;
else
@@ -76,7 +80,7 @@ void main(void)
vViewVec.y = dot(b, vertVec);
vViewVec.z = dot(n, vertVec);
- // calculate the reflection vector
+ // calculate the reflection vector
vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
if (refl_dynamic > 0){
diff --git a/gui/dialogs/shaders.xml b/gui/dialogs/shaders.xml
index 212f4b772..4bdfc82f7 100644
--- a/gui/dialogs/shaders.xml
+++ b/gui/dialogs/shaders.xml
@@ -230,9 +230,9 @@
model
0.0
- 3.0
+ 1.0
1.0
- 0.25
+ 0.5
true
/sim/rendering/shaders/model