Migrate to Gijs' new gui
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
parent
746b38ca9c
commit
8d36139f22
15 changed files with 227 additions and 93 deletions
|
@ -59,7 +59,7 @@ in Aircraft/A320/Models/Effects/a320_bumpspec.eff ( or whatever, private to the
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[1]/internal-format</use></internal-format>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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@ -70,8 +70,8 @@ in Aircraft/A320/Models/Effects/a320_bumpspec.eff ( or whatever, private to the
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<internal-format><use>texture[2]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/bumpspec.vert</vertex-shader>
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<fragment-shader n="0">Shaders/bumpspec.frag</fragment-shader>
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<vertex-shader n="1">Shaders/bumpspec.vert</vertex-shader>
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<fragment-shader n="1">Shaders/bumpspec.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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@ -10,7 +10,7 @@
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/shader-effects</property>
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<property>/sim/rendering/shaders/quality-level</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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@ -8,7 +8,7 @@
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/shader-effects</property>
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<property>/sim/rendering/shaders/quality-level</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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@ -8,7 +8,7 @@
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/shader-effects</property>
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<property>/sim/rendering/shaders/quality-level</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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@ -8,7 +8,7 @@
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/shader-effects</property>
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<property>/sim/rendering/shaders/quality-level</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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@ -8,7 +8,7 @@
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/shader-effects</property>
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<property>/sim/rendering/shaders/quality-level</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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@ -8,7 +8,7 @@
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/shader-effects</property>
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<property>/sim/rendering/shaders/quality-level</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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@ -16,13 +16,12 @@
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<wrap-s>mirror</wrap-s>
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<internal-format>normalized</internal-format>
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</texture>
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<snow-level><use>/sim/rendering/snow-level-m</use></snow-level>
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<snow-level><use>/environment/snow-level-m</use></snow-level>
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</parameters>
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/crop-shader</property>
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<property>/sim/rendering/shader-effects</property>
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<property>/sim/rendering/shaders/crop</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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@ -16,6 +16,6 @@
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<wrap-s>mirror</wrap-s>
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<internal-format>normalized</internal-format>
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</texture>
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<snow-level><use>/sim/rendering/snow-level-m</use></snow-level>
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<snow-level><use>/environment/snow-level-m</use></snow-level>
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</parameters>
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</PropertyList>
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@ -30,10 +30,10 @@
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<snow-level><use>/sim/rendering/snow-level-m</use></snow-level>
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<snow-level><use>/environment/snow-level-m</use></snow-level>
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<depth-factor type="float">0.04</depth-factor>
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<canopy-height type="float">15.0</canopy-height>
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<quality-level><use>/sim/rendering/quality-level</use></quality-level>
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<quality-level><use>/sim/rendering/shaders/transition</use></quality-level>
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<!-- sets the season color -->
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<season-red type="float">0.12</season-red>
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@ -49,8 +49,7 @@
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/transition-shader</property>
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<property>/sim/rendering/shader-effects</property>
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<property>/sim/rendering/shaders/transition</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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@ -30,10 +30,10 @@
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<snow-level><use>/sim/rendering/snow-level-m</use></snow-level>
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<snow-level><use>/environment/snow-level-m</use></snow-level>
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<depth-factor type="float">0.01</depth-factor>
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<canopy-height type="float">15.0</canopy-height>
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<quality-level><use>/sim/rendering/quality-level</use></quality-level>
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<quality-level><use>/sim/rendering/shaders/transition</use></quality-level>
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<!-- sets the season color -->
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<season-red type="float">0.12</season-red>
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@ -49,8 +49,7 @@
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/transition-shader</property>
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<property>/sim/rendering/shader-effects</property>
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<property>/sim/rendering/shaders/transition</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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@ -30,7 +30,7 @@
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<snow-level><use>/sim/rendering/snow-level-m</use></snow-level>
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<snow-level><use>/environment/snow-level-m</use></snow-level>
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<depth-factor type="float">0.01</depth-factor>
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<canopy-height type="float">15.0</canopy-height>
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@ -40,7 +40,7 @@
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<season-blue type="float">0.22</season-blue>
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<!-- end season color -->
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<quality-level><use>/sim/rendering/quality-level</use></quality-level>
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<quality-level><use>/sim/rendering/shaders/transition</use></quality-level>
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</parameters>
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<generate>
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<tangent type="int">6</tangent>
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@ -49,8 +49,7 @@
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/transition-shader</property>
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<property>/sim/rendering/shader-effects</property>
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<property>/sim/rendering/shaders/transition</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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@ -35,6 +35,24 @@
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<bin-number>0</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<visibility>
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<use>/environment/ground-visibility-m</use>
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</visibility>
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<avisibility>
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<use>/environment/visibility-m</use>
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</avisibility>
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<lthickness>
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<use>/environment/ground-haze-thickness-m</use>
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</lthickness>
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<scattering>
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<use>/rendering/scene/scattering</use>
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</scattering>
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<terminator>
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<use>/environment/terminator-relative-position-m</use>
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</terminator>
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<fogtype>
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<use>/sim/rendering/scattering-shader</use>
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</fogtype>
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</parameters>
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<!-- put techniques at a "high" index to allow derived effects to
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insert their own techniques first. -->
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@ -85,6 +103,7 @@
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</internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/include_fog.vert</vertex-shader>
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<vertex-shader>Shaders/default.vert</vertex-shader>
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<fragment-shader>Shaders/terrain-nocolor.frag</fragment-shader>
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</program>
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@ -124,9 +143,53 @@
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</internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/include_fog.vert</vertex-shader>
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<vertex-shader>Shaders/default.vert</vertex-shader>
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<fragment-shader>Shaders/default.frag</fragment-shader>
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<fragment-shader>Shaders/include_fog.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value>
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<use>avisibility</use>
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</value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value>
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<use>lthickness</use>
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</value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value>
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<use>scattering</use>
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</value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value>
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<use>terminator</use>
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</value>
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</uniform>
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<uniform>
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<name>fogType</name>
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<type>int</type>
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<value>
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<use>fogtype</use>
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</value>
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</uniform>
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<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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144
Effects/test.eff
144
Effects/test.eff
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@ -1,62 +1,72 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/test</name>
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<parameters>
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<texture n ="0">
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</texture>
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</parameters>
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/shader-effects</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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</less-equal>
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</and>
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</predicate>
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<pass n="0">
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<!-- This is apparently not used, so maybe we'll blow it way soon. -->
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<lighting>true</lighting>
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<material>
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<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
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<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
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<color-mode>off</color-mode>
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</material>
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<alpha-test>
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<comparison>greater</comparison>
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<reference type="float">0.01</reference>
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</alpha-test>
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<shade-model>smooth</shade-model>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<render-bin>
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<bin-number>10</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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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<!--<wrap-s>clamp</wrap-s>
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<name>Effects/test</name>
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<parameters>
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<texture n ="0">
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</texture>
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</parameters>
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/shader-effects</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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</less-equal>
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</and>
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</predicate>
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<pass n="0">
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<!-- This is apparently not used, so maybe we'll blow it way soon. -->
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<lighting>true</lighting>
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<material>
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<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
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<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
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<color-mode>off</color-mode>
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</material>
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<alpha-test>
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<comparison>greater</comparison>
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<reference type="float">0.01</reference>
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</alpha-test>
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<shade-model>smooth</shade-model>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<render-bin>
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<bin-number>10</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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<unit>0</unit>
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<type>
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<use>texture[0]/type</use>
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</type>
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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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<!--<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>-->
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</texture-unit>
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<!--<attribute>
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</texture-unit>
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<!--<attribute>
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<mypars type="vec3">0 0 0</mypars>
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<value type="int">10</value>
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</attribute>-->
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<program>
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<vertex-shader>Shaders/test.vert</vertex-shader>
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<fragment-shader>Shaders/test.frag</fragment-shader>
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<!--<attribute>
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<program>
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<vertex-shader>Shaders/test.vert</vertex-shader>
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||||
<fragment-shader>Shaders/test.frag</fragment-shader>
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||||
<!--<attribute>
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||||
<name>usrAttr3</name>
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||||
<index>10</index>
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</attribute>
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@ -64,18 +74,18 @@
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<name>usrAttr4</name>
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||||
<index>11</index>
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</attribute>-->
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||||
</program>
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||||
<uniform>
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||||
<name>baseTexture</name>
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||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
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||||
</uniform>
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||||
<uniform>
|
||||
<name>shading</name>
|
||||
<type>float</type>
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||||
<value type="float">0.5</value>
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||||
</uniform>
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||||
<vertex-program-two-side>true</vertex-program-two-side>
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||||
</pass>
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||||
</technique>
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</program>
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<uniform>
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||||
<name>baseTexture</name>
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||||
<type>sampler-2d</type>
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||||
<value type="int">0</value>
|
||||
</uniform>
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||||
<uniform>
|
||||
<name>shading</name>
|
||||
<type>float</type>
|
||||
<value type="float">0.5</value>
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||||
</uniform>
|
||||
<vertex-program-two-side>true</vertex-program-two-side>
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||||
</pass>
|
||||
</technique>
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||||
</PropertyList>
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||||
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@ -1,6 +1,6 @@
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|||
<?xml version="1.0" encoding="utf-8"?>
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||||
<PropertyList>
|
||||
<name>Effects/water-inland</name>
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||||
<name>Effects/water</name>
|
||||
<inherits-from>Effects/terrain-default</inherits-from>
|
||||
<parameters>
|
||||
<texture n="0">
|
||||
|
@ -49,6 +49,26 @@
|
|||
<cloud-cover4>
|
||||
<use>/environment/clouds/layer[4]/coverage-type</use>
|
||||
</cloud-cover4>
|
||||
<!-- fog include -->
|
||||
<visibility>
|
||||
<use>/environment/ground-visibility-m</use>
|
||||
</visibility>
|
||||
<avisibility>
|
||||
<use>/environment/visibility-m</use>
|
||||
</avisibility>
|
||||
<lthickness>
|
||||
<use>/environment/ground-haze-thickness-m</use>
|
||||
</lthickness>
|
||||
<scattering>
|
||||
<use>/rendering/scene/scattering</use>
|
||||
</scattering>
|
||||
<terminator>
|
||||
<use>/environment/terminator-relative-position-m</use>
|
||||
</terminator>
|
||||
<fogtype>
|
||||
<use>/sim/rendering/scattering-shader</use>
|
||||
</fogtype>
|
||||
<!-- END fog include -->
|
||||
</parameters>
|
||||
<technique n="8">
|
||||
<predicate>
|
||||
|
@ -176,6 +196,7 @@
|
|||
</internal-format>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
|
||||
<vertex-shader>Shaders/water.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/water-inland.frag</fragment-shader>
|
||||
</program>
|
||||
|
@ -240,6 +261,50 @@
|
|||
<use>cloud-cover4</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<!-- BEGIN fog include -->
|
||||
<uniform>
|
||||
<name>visibility</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>visibility</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>avisibility</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>avisibility</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>hazeLayerAltitude</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>lthickness</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>scattering</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>scattering</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terminator</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>terminator</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fogType</name>
|
||||
<type>int</type>
|
||||
<value>
|
||||
<use>fogtype</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<!-- END fog include -->
|
||||
</pass>
|
||||
</technique>
|
||||
<technique n="9">
|
||||
|
|
Loading…
Reference in a new issue