Cockpit interior shadow and caustic effect for ALS
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Effects/model-interior.eff
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194
Effects/model-interior.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/model-interior</name>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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<texture n="4">
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<type>cubemap</type>
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<!--<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_nx.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_nz.png</negative-z>
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</images>-->
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/opacity/opacity_rear.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/opacity/opacity_main.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/opacity/opacity_side2.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/opacity/opacity_side1.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/opacity/opacity_closed.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/opacity/opacity_closed.png</negative-z>
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</images>
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</texture>
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<opacity-cube-center type="vec3d" n="0"> 0.5 0.0 0.3</opacity-cube-center>
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<opacity-cube-scale type="vec3d" n="0"> 1.5 0.5 0.7</opacity-cube-scale>
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<opacity-cube-angle type="float">0.0</opacity-cube-angle>
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</parameters>
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<technique n="4">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</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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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<active><use>material/active</use></active>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode><use>material/color-mode</use></color-mode>
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</material>
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<blend>
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<active><use>blend/active</use></active>
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<source><use>blend/source</use></source>
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<destination><use>blend/destination</use></destination>
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</blend>
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<shade-model><use>shade-model</use></shade-model>
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<cull-face><use>cull-face</use></cull-face>
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<rendering-hint><use>rendering-hint</use></rendering-hint>
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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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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<type><use>texture[4]/type</use></type>
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<images><use>texture[4]/images</use></images>
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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/generic-ALS-base.vert</vertex-shader>
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<fragment-shader>Shaders/model-interior-ALS-base.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.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><use>visibility</use></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><use>avisibility</use></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><use>lthickness</use></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><use>scattering</use></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><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>ground_scattering</name>
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<type>float</type>
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<value><use>ground_scattering</use></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><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>terrain_alt</name>
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<type>float</type>
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<value><use>terrain_alt</use></value>
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</uniform>
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<uniform>
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<name>overcast</name>
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<type>float</type>
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<value><use>overcast</use></value>
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</uniform>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value><use>eye_alt</use></value>
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</uniform>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>moonlight</name>
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<type>float</type>
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<value><use>moonlight</use></value>
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</uniform>
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<uniform>
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<name>offset_vec</name>
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<type>float-vec3</type>
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<value><use>opacity-cube-center</use></value>
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</uniform>
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<uniform>
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<name>scale_vec</name>
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<type>float-vec3</type>
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<value><use>opacity-cube-scale</use></value>
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</uniform>
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<uniform>
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<name>angle</name>
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<type>float</type>
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<value><use>opacity-cube-angle</use></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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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>cube_texture</name>
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<type>sampler-cube</type>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>colorMode</name>
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<type>int</type>
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<value><use>material/color-mode-uniform</use></value>
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</uniform>
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<uniform>
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<name>quality_level</name>
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<type>int</type>
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<value><use>quality_level</use></value>
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</uniform>
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<uniform>
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<name>tquality_level</name>
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<type>int</type>
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<value><use>tquality_level</use></value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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Shaders/model-interior-ALS-base.frag
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Shaders/model-interior-ALS-base.frag
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// -*-C++-*-
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// written by Thorsten Renk, Oct 2015
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec3 relPos;
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uniform sampler2D texture;
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uniform samplerCube cube_texture;
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varying float yprime_alt;
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varying float mie_angle;
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uniform float visibility;
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uniform float avisibility;
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uniform float scattering;
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uniform float terminator;
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uniform float terrain_alt;
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uniform float hazeLayerAltitude;
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uniform float overcast;
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uniform float eye_alt;
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uniform float cloud_self_shading;
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uniform float angle;
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uniform vec3 offset_vec;
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uniform vec3 scale_vec;
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uniform int quality_level;
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uniform int tquality_level;
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uniform int use_searchlight;
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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float alt;
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float eShade;
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float fog_func (in float targ, in float alt);
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float alt_factor(in float eye_alt, in float vertex_alt);
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float light_distance_fading(in float dist);
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float fog_backscatter(in float avisibility);
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vec3 get_hazeColor(in float light_arg);
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float luminance(vec3 color)
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{
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return dot(vec3(0.212671, 0.715160, 0.072169), color);
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}
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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x = x - 0.5;
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// use the asymptotics to shorten computations
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if (x > 30.0) {return e;}
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if (x < -15.0) {return 0.0;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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// this determines how light is attenuated in the distance
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// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
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// for distance > visibility
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void main()
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{
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vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
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// this is taken from default.frag
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vec3 n;
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float NdotL, NdotHV, fogFactor;
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vec4 color = gl_Color;
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 halfVector = gl_LightSource[0].halfVector.xyz;
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vec4 texel;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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float intensity;
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float effective_scattering = min(scattering, cloud_self_shading);
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eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
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vec4 light_specular = gl_LightSource[0].specular * (eShade - 0.1);
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// If gl_Color.a == 0, this is a back-facing polygon and the
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// normal should be reversed.
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n = (2.0 * gl_Color.a - 1.0) * normal;
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n = normalize(n);
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// lookup on the opacity map
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vec3 light_vec = normalize((gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz);
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//vec3 light_vec = vec3 (-1.0,0.0,0.0);
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vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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vec3 scaled_pos = relPos + ep.xyz;
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//vec3 lookup_vec = normalize(- normalize(light_vec) + relPos);
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scaled_pos -= offset_vec;
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float rangle = radians(angle);
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mat2 rotMat = mat2 (cos(rangle), -sin(rangle), sin(rangle), cos(rangle));
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scaled_pos.xy *=rotMat;
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scaled_pos /= scale_vec;
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//vec3 lookup_pos = dot(base1,scaled_pos) * base1 + dot(base2,scaled_pos) * base2;
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vec3 lookup_pos = scaled_pos - light_vec * dot(light_vec, scaled_pos);
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vec3 lookup_vec = normalize(normalize(light_vec) + lookup_pos);
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vec4 opacity = textureCube(cube_texture, lookup_vec);
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NdotL = dot(n, lightDir);
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//NdotL = dot(n, (gl_ModelViewMatrix * vec4 (light_vec,0.0)).xyz);
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if (NdotL > 0.0) {
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diffuse_term.rgb += 2.0 * diffuse_term.rgb * (1.0 - opacity.a);
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color += diffuse_term * NdotL * opacity;
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NdotHV = max(dot(n, halfVector), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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specular.rgb = (gl_FrontMaterial.specular.rgb
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* light_specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess));
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}
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color.a = diffuse_term.a;
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// This shouldn't be necessary, but our lighting becomes very
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// saturated. Clamping the color before modulating by the texture
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// is closer to what the OpenGL fixed function pipeline does.
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//color = clamp(color, 0.0, 1.0);
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texel = texture2D(texture, gl_TexCoord[0].st);
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fragColor = color * texel + specular;
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//fragColor.rgb = vec3(1.0,1.0,1.0) * (1.0 - opacity.a);
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gl_FragColor = fragColor;
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}
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