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 @@
-
+
@@ -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 @@
-
+
@@ -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
-
+
@@ -37,7 +37,7 @@
-
+
@@ -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
-
+
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
-
+
@@ -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 @@
-
+
- /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
-
+
@@ -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 @@
-
+
@@ -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 @@
-
+
@@ -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 @@
-
+
-
/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 @@
-
+
@@ -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 @@
-
+
- /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 @@
-
+
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
diff --git a/gui/dialogs/shaders.xml b/gui/dialogs/shaders.xml
index 75a4c462f..60910fecb 100644
--- a/gui/dialogs/shaders.xml
+++ b/gui/dialogs/shaders.xml
@@ -52,6 +52,14 @@
vbox
left
+
+ left
+
+
+ /sim/rendering/shaders/generic
+
+
+
left
@@ -108,18 +116,32 @@
-
vbox
+
+ generic
+ 0.0
+ 1.0
+ 1.0
+ 0.5
+ true
+ /sim/rendering/shaders/generic
+
+ dialog-apply
+ generic
+
+
+
crop
0.0
1.0
1.0
0.5
+ true
/sim/rendering/shaders/crop
dialog-apply
@@ -130,9 +152,10 @@
landmass
0.0
- 1.0
+ 5.0
1.0
- 0.5
+ 0.17
+ true
/sim/rendering/shaders/landmass
dialog-apply
@@ -146,6 +169,7 @@
1.0
1.0
0.5
+ true
/sim/rendering/shaders/contrails
dialog-apply
@@ -159,6 +183,7 @@
1.0
1.0
0.5
+ true
/sim/rendering/shaders/transition
dialog-apply
@@ -169,9 +194,10 @@
model
0.0
- 1.0
+ 3.0
1.0
- 0.5
+ 0.25
+ true
/sim/rendering/shaders/model
dialog-apply
@@ -185,6 +211,7 @@
5.0
1.0
0.17
+ true
/sim/rendering/shaders/urban
dialog-apply
@@ -198,6 +225,7 @@
5.0
1.0
0.17
+ true
/sim/rendering/shaders/water
dialog-apply
diff --git a/preferences.xml b/preferences.xml
index ffb68620e..67c557594 100644
--- a/preferences.xml
+++ b/preferences.xml
@@ -68,10 +68,11 @@ Started September 2000 by David Megginson, david@megginson.com
5
8
- 1.0
- 1.0
+ 1.0
1.0
+ 1.0
1.0
+ 1.0
false
1.0
1.0