diff --git a/Effects/bowwave.eff b/Effects/bowwave.eff index f97084b11..ecd7db865 100644 --- a/Effects/bowwave.eff +++ b/Effects/bowwave.eff @@ -109,7 +109,7 @@ /environment/terminator-relative-position-m - /sim/rendering/scattering-shader + /sim/rendering/shaders/skydome @@ -117,10 +117,9 @@ /sim/rendering/shaders/water - 2.0 - /sim/rendering/shaders/quality-level + /sim/rendering/shaders/water @@ -492,7 +491,6 @@ /sim/rendering/shaders/water - /sim/rendering/shaders/quality-level 2.0 diff --git a/Effects/bumpspec.eff b/Effects/bumpspec.eff index a74aeb326..032f5e816 100644 --- a/Effects/bumpspec.eff +++ b/Effects/bumpspec.eff @@ -37,7 +37,7 @@ in Aircraft/A320/Models/Effects/a320_bumpspec.eff ( or whatever, private to the - /sim/rendering/shader-effects + /sim/rendering/shaders/model 2.0 diff --git a/Effects/flutter.eff b/Effects/flutter.eff index 8a4c6574c..138d8ba4e 100644 --- a/Effects/flutter.eff +++ b/Effects/flutter.eff @@ -41,7 +41,7 @@ /environment/terminator-relative-position-m - /sim/rendering/scattering-shader + /sim/rendering/shaders/skydome @@ -49,11 +49,7 @@ - - - 3.0 - /sim/rendering/shaders/quality-level - + /sim/rendering/shaders/generic 2.0 diff --git a/Effects/landmass.eff b/Effects/landmass.eff index 0e62aff13..4170f36fc 100644 --- a/Effects/landmass.eff +++ b/Effects/landmass.eff @@ -16,7 +16,7 @@ 0.01 15.0 - /sim/rendering/shaders/quality-level + /sim/rendering/shaders/landmass @@ -37,7 +37,7 @@ /environment/terminator-relative-position-m - /sim/rendering/scattering-shader + /sim/rendering/shaders/skydome @@ -50,8 +50,8 @@ /sim/rendering/shaders/landmass - 4.5 - /sim/rendering/shaders/quality-level + 4.0 + /sim/rendering/shaders/landmass diff --git a/Effects/lightmap.eff b/Effects/lightmap.eff index 43e510c91..1e2535394 100644 --- a/Effects/lightmap.eff +++ b/Effects/lightmap.eff @@ -9,13 +9,13 @@ 1 - /sim/rendering/shader-effects + /sim/rendering/shader/generic 1 - /sim/rendering/shader-effects + /sim/rendering/shaders/generic 2.0 diff --git a/Effects/model-combined.eff b/Effects/model-combined.eff index a18654d0b..b32c33525 100644 --- a/Effects/model-combined.eff +++ b/Effects/model-combined.eff @@ -133,7 +133,7 @@ please see Docs/README.model-combined.eff for documentation /environment/terminator-relative-position-m - /sim/rendering/scattering-shader + /sim/rendering/shaders/skydome @@ -147,7 +147,6 @@ please see Docs/README.model-combined.eff for documentation /sim/rendering/shaders/model - /sim/rendering/shaders/quality-level 2.0 diff --git a/Effects/model-default.eff b/Effects/model-default.eff index cfde14342..33db40101 100644 --- a/Effects/model-default.eff +++ b/Effects/model-default.eff @@ -28,14 +28,14 @@ /environment/terminator-relative-position-m - /sim/rendering/scattering-shader + /sim/rendering/shaders/skydome - /sim/rendering/shader-effects + /sim/rendering/shaders/generic 2.0 diff --git a/Effects/rain-layer.eff b/Effects/rain-layer.eff index c524e4ebc..f0296c360 100644 --- a/Effects/rain-layer.eff +++ b/Effects/rain-layer.eff @@ -8,7 +8,7 @@ - /sim/rendering/shader-effects + /sim/rendering/clouds3d-enable 1.0 diff --git a/Effects/reflect-bump-spec.eff b/Effects/reflect-bump-spec.eff index e062b0f12..706a20730 100644 --- a/Effects/reflect-bump-spec.eff +++ b/Effects/reflect-bump-spec.eff @@ -123,7 +123,7 @@ EXAMPLES: You can find examples of both usages in the Hunter and Lightning model /environment/terminator-relative-position-m - /sim/rendering/scattering-shader + /sim/rendering/shaders/skydome @@ -135,7 +135,7 @@ EXAMPLES: You can find examples of both usages in the Hunter and Lightning model - /sim/rendering/shader-effects + /sim/rendering/shaders/model 2.0 diff --git a/Effects/reflect.eff b/Effects/reflect.eff index 7b0104774..819cc3ebe 100644 --- a/Effects/reflect.eff +++ b/Effects/reflect.eff @@ -114,7 +114,7 @@ - /sim/rendering/shader-effects + /sim/rendering/shaders/model 2.0 diff --git a/Effects/runway.eff b/Effects/runway.eff index d2ce52e57..8433eb4ab 100644 --- a/Effects/runway.eff +++ b/Effects/runway.eff @@ -78,7 +78,7 @@ /environment/terminator-relative-position-m - /sim/rendering/scattering-shader + /sim/rendering/shaders/skydome @@ -89,7 +89,7 @@ - /sim/rendering/shader-effects + /sim/rendering/shaders/generic 2.0 diff --git a/Effects/skydome.eff b/Effects/skydome.eff index fb19e2698..849af3f32 100644 --- a/Effects/skydome.eff +++ b/Effects/skydome.eff @@ -36,7 +36,6 @@ - /sim/rendering/shaders/quality-level /sim/rendering/shaders/skydome diff --git a/Effects/terrain-default.eff b/Effects/terrain-default.eff index 3a0f5e909..223c6e7b0 100644 --- a/Effects/terrain-default.eff +++ b/Effects/terrain-default.eff @@ -51,7 +51,7 @@ /environment/terminator-relative-position-m - /sim/rendering/scattering-shader + /sim/rendering/shaders/skydome @@ -94,7 +94,6 @@ parameters : /sim/rendering/shaders/transition - /sim/rendering/shaders/quality-level 2.0 diff --git a/Effects/tree.eff b/Effects/tree.eff index e06c5e908..4307175ea 100644 --- a/Effects/tree.eff +++ b/Effects/tree.eff @@ -33,14 +33,13 @@ /environment/terminator-relative-position-m - /sim/rendering/scattering-shader + /sim/rendering/shaders/skydome - /sim/rendering/random-vegetation 1.0 diff --git a/Effects/urban.eff b/Effects/urban.eff index 1a0123d5d..611178d41 100644 --- a/Effects/urban.eff +++ b/Effects/urban.eff @@ -29,7 +29,7 @@ /environment/terminator-relative-position-m - /sim/rendering/scattering-shader + /sim/rendering/shaders/skydome @@ -43,7 +43,6 @@ /sim/rendering/shaders/urban - /sim/rendering/shaders/quality-level 4.0 /sim/rendering/shaders/urban @@ -288,10 +287,9 @@ /sim/rendering/shaders/urban - 2.0 - /sim/rendering/shaders/quality-level + /sim/rendering/shaders/urban diff --git a/Effects/water-inland.eff b/Effects/water-inland.eff index 999c90dca..57f266baa 100644 --- a/Effects/water-inland.eff +++ b/Effects/water-inland.eff @@ -66,18 +66,17 @@ /environment/terminator-relative-position-m - /sim/rendering/scattering-shader + /sim/rendering/shaders/skydome - /sim/rendering/water-shader - /sim/rendering/shader-effects + /sim/rendering/shaders/water 2.0 - /sim/rendering/quality-level + /sim/rendering/shaders/water @@ -310,8 +309,7 @@ - /sim/rendering/water-shader - /sim/rendering/shader-effects + /sim/rendering/shaders/water 2.0 diff --git a/Effects/water.eff b/Effects/water.eff index 64b0628f0..d58e282e9 100644 --- a/Effects/water.eff +++ b/Effects/water.eff @@ -125,7 +125,7 @@ /environment/terminator-relative-position-m - /sim/rendering/scattering-shader + /sim/rendering/shaders/skydome diff --git a/Input/Joysticks/Accelerometers/accelerometers.xml b/Input/Joysticks/Accelerometers/accelerometers.xml index 186449c2e..148f9405b 100644 --- a/Input/Joysticks/Accelerometers/accelerometers.xml +++ b/Input/Joysticks/Accelerometers/accelerometers.xml @@ -12,6 +12,7 @@ $Id$ + applesmc ST LIS3LV02DL Accelerometer ST LIS3L V02DL Accelerometer diff --git a/Shaders/transition.frag b/Shaders/transition.frag index 9ecb8b08e..e6df6195e 100644 --- a/Shaders/transition.frag +++ b/Shaders/transition.frag @@ -1,7 +1,7 @@ // -*-C++-*- // Texture switching based on face slope and snow level // based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier. -// © Emilian Huminiuc 2011 +// � Emilian Huminiuc 2011 // Ambient term comes in gl_Color.rgb. varying vec4 diffuse_term, RawPos; @@ -35,7 +35,7 @@ void main() Noise = texture3D(NoiseTex, RawPos.xyz*0.0011); MixFactor = Noise.r * Noise.g * Noise.b; //Mixing Factor to create a more organic looking boundary - MixFactor *= 300; + MixFactor *= 300.0; MixFactor = clamp(MixFactor, 0.0, 1.0); L1 = 0.90 - 0.02 * MixFactor; //first transition slope L2 = 0.78 + 0.04 * MixFactor; //Second transition slope @@ -67,9 +67,9 @@ void main() //pull the texture fetch outside flow control to fix aliasing artefacts :( vec4 baseTexel = texture2D(BaseTex, gl_TexCoord[0].st); - vec4 secondTexel = texture2D(SecondTex, gl_TexCoord[0].st); - vec4 thirdTexel = texture2D(ThirdTex, gl_TexCoord[0].st); - vec4 snowTexel = texture2D(SnowTex, gl_TexCoord[0].st * 2); + vec4 secondTexel = texture2D(SecondTex, gl_TexCoord[0].st); + vec4 thirdTexel = texture2D(ThirdTex, gl_TexCoord[0].st); + vec4 snowTexel = texture2D(SnowTex, gl_TexCoord[0].st); //Normal transition. For more abrupt faces apply another texture (or 2). if (InverseSlope == 0.0) { //Do we do an intermediate transition @@ -123,10 +123,10 @@ void main() texel.rgb = texel.rgb * wetness; - + float altitude = RawPos.z; //Snow texture for areas higher than SnowLevel - if (RawPos.z >= SnowLevel - (1000.0 * slope + 300 * MixFactor) && slope > L2 - 0.12) { - texel = mix(texel, mix(texel, snowTexel, smoothstep(L2 - 0.09 * MixFactor, L2, slope)), smoothstep(SnowLevel - (1000.0 * slope + 300 * MixFactor), SnowLevel - (1000 * slope - 150 * MixFactor), RawPos.z)); + if (altitude >= SnowLevel - (1000.0 * slope + 300.0 * MixFactor) && slope > L2 - 0.12) { + texel = mix(texel, mix(texel, snowTexel, smoothstep(L2 - 0.09 * MixFactor, L2, slope)), smoothstep(SnowLevel - (1000.0 * slope + 300.0 * MixFactor), SnowLevel - (1000.0 * slope - 150.0 * MixFactor), altitude)); } fragColor = color * texel + specular; @@ -139,7 +139,8 @@ void main() } //fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord); + fragColor.rgb *= 1.2 - 0.4 * MixFactor; fragColor.rgb = fog_Func(fragColor.rgb, fogType); //gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor); gl_FragColor = fragColor; - } \ No newline at end of file + } diff --git a/Shaders/ubershader.frag b/Shaders/ubershader.frag index 26addfc47..fb966290b 100644 --- a/Shaders/ubershader.frag +++ b/Shaders/ubershader.frag @@ -69,7 +69,7 @@ void main (void) float pf; ///BEGIN bump - if (nmap_enabled > 0 && shader_qual > 1){ + if (nmap_enabled > 0 && shader_qual > 2){ N = nmap.rgb * 2.0 - 1.0; N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); if (nmap_dds > 0) @@ -107,7 +107,7 @@ void main (void) //////////////////////////////////////////////////////////////////// //BEGIN reflect //////////////////////////////////////////////////////////////////// - if (refl_enabled > 0 && shader_qual > 0){ + if (refl_enabled > 0 && shader_qual > 1){ float reflFactor; float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset @@ -115,7 +115,7 @@ 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 > 1) { + } else if (nmap_enabled > 0 && shader_qual > 2) { // set the reflectivity proportional to shininess with user input reflFactor = (gl_FrontMaterial.shininess / 128.0) * nmap.a + transparency_offset; } else { diff --git a/Shaders/ubershader.vert b/Shaders/ubershader.vert index a97a01931..8bca33c6d 100644 --- a/Shaders/ubershader.vert +++ b/Shaders/ubershader.vert @@ -50,7 +50,7 @@ void main(void) fog_Func(fogType); VNormal = normalize(gl_NormalMatrix * gl_Normal); - if (nmap_enabled > 0 && shader_qual > 1){ + if (nmap_enabled > 0 && shader_qual > 2){ VTangent = normalize(gl_NormalMatrix * tangent); VBinormal = normalize(gl_NormalMatrix * binormal); } else { diff --git a/gui/dialogs/rendering.xml b/gui/dialogs/rendering.xml index 461992151..c524c8edc 100644 --- a/gui/dialogs/rendering.xml +++ b/gui/dialogs/rendering.xml @@ -171,7 +171,7 @@ left - + random-objects /sim/rendering/random-objects @@ -341,7 +341,22 @@ true - + + + vbox + 4 + + 0 + + left + + + 0 + + left + + + hbox @@ -375,9 +390,6 @@ hbox