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Emissive lighting on random buildings.

This commit is contained in:
Stuart Buchanan 2012-05-01 22:36:24 +01:00
parent de70c6404e
commit 9dbebd3c2d

View file

@ -3,7 +3,7 @@
<name>Effects/building</name>
<inherits-from>Effects/model-default</inherits-from>
<parameters>
<texture n ="0">
<texture n="0">
<active>true</active>
<type>2d</type>
<internal-format>normalized</internal-format>
@ -11,12 +11,19 @@
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture>
<texture n="1">
<active>true</active>
<type>2d</type>
<internal-format>normalized</internal-format>
<filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture>
<transparent>false</transparent>
<vertex-program-two-side type="bool">false</vertex-program-two-side>
<material>
<active>true</active>
<color-mode-uniform>1</color-mode-uniform>
<ambient type="vec4d">0.3 0.3 0.3 1.0</ambient>
<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
@ -55,5 +62,82 @@
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
<sun-angle>
<use>/sim/time/sun-angle-rad</use>
</sun-angle>
</parameters>
<!-- Override some of the default shaders so we can add emissive lighting -->
<!-- Skydome -->
<technique n="5">
<pass n="0">
<program n="0">
<vertex-shader n="0">Shaders/terrain-haze.vert</vertex-shader>
<fragment-shader n="0">Shaders/terrain-haze.frag</fragment-shader>
</program>
</pass>
</technique>
<!-- Rembrandt -->
<technique n="10">
<pass n="0">
<program n="0">
<vertex-shader n="0">Shaders/deferred-gbuffer.vert</vertex-shader>
<fragment-shader n="0">Shaders/deferred-gbuffer.frag</fragment-shader>
<fragment-shader n="1">Shaders/gbuffer-functions.frag</fragment-shader>
</program>
</pass>
</technique>
<!-- Default shader -->
<technique n="11">
<pass n="0">
<texture-unit n="1">
<!-- Emissive texture-->
<unit>1</unit>
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<type>
<use>texture[1]/type</use>
</type>
<image>
<use>texture[1]/image</use>
</image>
<filter>
<use>texture[1]/filter</use>
</filter>
<wrap-s>
<use>texture[1]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[1]/wrap-t</use>
</wrap-t>
<!--
<internal-format>
<use>texture[1]/internal-format</use>
</internal-format>
-->
</texture-unit>
<program n="0">
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<!--fog include-->
<vertex-shader n="1">Shaders/default.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<!--fog include-->
<fragment-shader n="1">Shaders/building-default.frag</fragment-shader>
</program>
<uniform n="9">
<name>lightmap</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform n="10">
<name>sunangle</name>
<type>float</type>
<value>
<use>sun-angle</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>