Emissive lighting on random buildings.
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1 changed files with 87 additions and 3 deletions
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@ -3,7 +3,7 @@
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<name>Effects/building</name>
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<name>Effects/building</name>
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<inherits-from>Effects/model-default</inherits-from>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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<parameters>
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<texture n ="0">
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<texture n="0">
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<active>true</active>
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<active>true</active>
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<type>2d</type>
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<type>2d</type>
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<internal-format>normalized</internal-format>
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<internal-format>normalized</internal-format>
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@ -11,12 +11,19 @@
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<wrap-s>clamp</wrap-s>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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<wrap-t>clamp</wrap-t>
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</texture>
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</texture>
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<texture n="1">
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<active>true</active>
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<type>2d</type>
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<internal-format>normalized</internal-format>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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</texture>
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<transparent>false</transparent>
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<transparent>false</transparent>
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<vertex-program-two-side type="bool">false</vertex-program-two-side>
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<material>
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<material>
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<active>true</active>
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<active>true</active>
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<color-mode-uniform>1</color-mode-uniform>
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<color-mode-uniform>1</color-mode-uniform>
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<ambient type="vec4d">0.3 0.3 0.3 1.0</ambient>
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<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
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<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
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<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
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<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
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<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
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<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
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<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
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@ -55,5 +62,82 @@
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<use>/sim/rendering/shaders/skydome</use>
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<use>/sim/rendering/shaders/skydome</use>
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</fogtype>
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</fogtype>
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<!-- END fog include -->
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<!-- END fog include -->
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<sun-angle>
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<use>/sim/time/sun-angle-rad</use>
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</sun-angle>
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</parameters>
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</parameters>
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<!-- Override some of the default shaders so we can add emissive lighting -->
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<!-- Skydome -->
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<technique n="5">
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<pass n="0">
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<program n="0">
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<vertex-shader n="0">Shaders/terrain-haze.vert</vertex-shader>
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<fragment-shader n="0">Shaders/terrain-haze.frag</fragment-shader>
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</program>
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</pass>
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</technique>
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<!-- Rembrandt -->
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<technique n="10">
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<pass n="0">
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<program n="0">
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<vertex-shader n="0">Shaders/deferred-gbuffer.vert</vertex-shader>
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<fragment-shader n="0">Shaders/deferred-gbuffer.frag</fragment-shader>
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<fragment-shader n="1">Shaders/gbuffer-functions.frag</fragment-shader>
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</program>
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</pass>
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</technique>
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<!-- Default shader -->
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<technique n="11">
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<pass n="0">
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<texture-unit n="1">
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<!-- Emissive texture-->
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<unit>1</unit>
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<!-- If there is a texture, the type in the derived effect
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will be "2d". -->
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<type>
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<use>texture[1]/type</use>
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</type>
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<image>
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<use>texture[1]/image</use>
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</image>
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<filter>
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<use>texture[1]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[1]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[1]/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[1]/internal-format</use>
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</internal-format>
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-->
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</texture-unit>
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<program n="0">
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<!--fog include-->
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<vertex-shader n="1">Shaders/default.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<!--fog include-->
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<fragment-shader n="1">Shaders/building-default.frag</fragment-shader>
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</program>
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<uniform n="9">
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<name>lightmap</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform n="10">
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<name>sunangle</name>
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<type>float</type>
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<value>
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<use>sun-angle</use>
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</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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</PropertyList>
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