Switch off all lighting by default.
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2 changed files with 141 additions and 3 deletions
135
Aircraft/c172p/Models/Effects/glass.eff
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135
Aircraft/c172p/Models/Effects/glass.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>iar80_glass</name>
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<inherits-from>Effects/model-combined</inherits-from>
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<parameters>
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<normalmap-enabled type="int">0</normalmap-enabled>
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<lightmap-enabled type="int">0</lightmap-enabled>
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<reflection-enabled type="int">1</reflection-enabled>
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<reflection-correction type="float">0.5</reflection-correction>
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<reflect-map-enabled type="int">0</reflect-map-enabled>
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<reflection-fresnel type="float">0.5</reflection-fresnel>
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<reflection-rainbow type="float">0.3</reflection-rainbow>
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<reflection-noise type="float">0.0</reflection-noise>
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<reflection-dynamic type="int">1</reflection-dynamic>
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<texture n= "5" >
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<type>cubemap</type>
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<images>
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<positive-x>Aircraft/Generic/Effects/fgfs-sky2/1.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/fgfs-sky2/4.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/fgfs-sky2/2.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/fgfs-sky2/3.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/fgfs-sky2/6.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/fgfs-sky2/5.png</negative-z>
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</images>
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</texture>
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<ambient-correction type="float">0.2</ambient-correction>
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<rendering-hint>transparent</rendering-hint>
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<transparent>true</transparent>
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<render-bin>
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<bin-number>111</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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</parameters>
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<technique n="7">
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<predicate>
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<and>
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<property>/sim/rendering/rembrandt/enabled</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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<extension-supported>GL_EXT_gpu_shader4</extension-supported>
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<extension-supported>GL_ARB_texture_rg</extension-supported>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<depth>
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<write-mask type="bool">false</write-mask>
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</depth>
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<material>
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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<active>
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<use>blend/active</use>
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</active>
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<source>
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<use>blend/source</use>
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</source>
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<destination>
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<use>blend/destination</use>
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</destination>
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</blend>
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<shade-model>
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<use>shade-model</use>
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</shade-model>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<render-bin>
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<bin-number>111</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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<active>
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<use>texture[0]/active</use>
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</active>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<!--
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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-->
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<environment>
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<mode>modulate</mode>
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</environment>
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</texture-unit>
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<!-- A two-sided lighting model is set by default near the root
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of the scene graph. Perhaps that ought to be set in this
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effect?
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-->
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</pass>
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</technique>
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</PropertyList>
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@ -138,9 +138,12 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
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</engine>
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</engine>
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</engines>
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</engines>
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<lighting>
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<lighting>
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<strobe type="bool">true</strobe>
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<landing-lights type="bool">false</landing-lights>
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<beacon type="bool">true</beacon>
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<taxi-light type="bool">false</taxi-light>
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<nav-lights type="bool">true</nav-lights>
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<strobe type="bool">false</strobe>
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<beacon type="bool">false</beacon>
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<nav-lights type="bool">false</nav-lights>
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<taxi-light type="bool">false</taxi-light>
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</lighting>
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</lighting>
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</controls>
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</controls>
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