Fix random buildings in Compositor
Update Compositor Effects and Shaders with latest random/osm2city buildings implementation.
This commit is contained in:
parent
fc27175690
commit
9e7afc7291
7 changed files with 804 additions and 936 deletions
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@ -1,4 +1,4 @@
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<?xml version='1.0' encoding='UTF-8'?>
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/building</name>
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<inherits-from>Effects/model-combined-deferred</inherits-from>
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@ -96,57 +96,224 @@
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<cull-face>back</cull-face>
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<rendering-hint>opaque</rendering-hint>
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<!-- fog include for atmospheric scattering-->
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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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<ground_scattering>
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<use>/environment/surface/scattering</use>
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</ground_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/shaders/skydome</use>
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</fogtype>
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<terrain_alt>
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<use>/environment/mean-terrain-elevation-m</use>
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</terrain_alt>
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<overcast>
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<use>/rendering/scene/overcast</use>
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</overcast>
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<eye_alt>
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<use>/sim/rendering/eye-altitude-m</use>
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</eye_alt>
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<snow_level>
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<use>/environment/snow-level-m</use>
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</snow_level>
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<dust_cover_factor>
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<use>/environment/surface/dust-cover-factor</use>
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</dust_cover_factor>
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<fogtype>
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<use>/sim/rendering/shaders/skydome</use>
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</fogtype>
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<fogstructure>
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<use>/environment/fog-structure</use>
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</fogstructure>
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<delta_T>
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<use>/environment/surface/delta-T-structure</use>
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</delta_T>
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<visibility><use>/environment/ground-visibility-m</use></visibility>
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<avisibility><use>/environment/visibility-m</use></avisibility>
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<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
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<scattering><use>/rendering/scene/scattering</use></scattering>
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<ground_scattering><use>/environment/surface/scattering</use></ground_scattering>
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
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<overcast><use>/rendering/scene/overcast</use></overcast>
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<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
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<snow_level><use>/environment/snow-level-m</use></snow_level>
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<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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<fogstructure><use>/environment/fog-structure</use></fogstructure>
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<delta_T><use>/environment/surface/delta-T-structure</use></delta_T>
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<!-- END fog include -->
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<building-flag type="int">1</building-flag>
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</parameters>
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<!-- Atmospheric scattering technique with model shader-->
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<!-- Atmospheric scattering technique -->
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<technique n="4">
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<!-- Atmospheric scattering technique with model shader-->
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<scheme>als-lighting</scheme>
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<predicate>
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<and>
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<property>/sim/rendering/shaders/quality-level</property>
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<property>/sim/rendering/shaders/model</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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<texture-unit n="4">
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<unit>4</unit>
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<image>
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<use>texture[3]/image</use>
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</image>
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<type>
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<use>texture[3]/type</use>
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</type>
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<filter>
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<use>texture[3]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[3]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[3]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[3]/internal-format</use>
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</internal-format>
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/ALS/building-model-ultra.vert</vertex-shader>
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<attribute>
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<name>instancePosition</name>
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<index>10</index>
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</attribute>
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<attribute>
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<name>instanceScale</name>
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<index>11</index>
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</attribute>
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<attribute>
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<name>attrib1</name>
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<index>12</index>
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</attribute>
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<attribute>
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<name>attrib2</name>
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<index>13</index>
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</attribute>
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</program>
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</pass>
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</technique>
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<technique n="19">
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<!-- Base Atmospheric scattering technique -->
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<scheme>als-lighting</scheme>
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<predicate>
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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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</predicate>
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<pass>
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<program>
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<vertex-shader>Shaders/ALS/building-default.vert</vertex-shader>
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<fragment-shader>Shaders/ALS/terrain-base.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
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<attribute>
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<name>instancePosition</name>
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<index>10</index>
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</attribute>
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<attribute>
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<name>instanceScale</name>
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<index>11</index>
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</attribute>
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<attribute>
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<name>attrib1</name>
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<index>12</index>
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</attribute>
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<attribute>
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<name>attrib2</name>
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<index>13</index>
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</attribute>
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</program>
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</pass>
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</technique>
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<technique n="7">
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<!-- Model shader, quality > 0 -->
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<pass>
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<material>
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<active>true</active>
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<color-mode-uniform>1</color-mode-uniform>
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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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<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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<shininess>0.1</shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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<color-mode-uniform>ambient-and-diffuse</color-mode-uniform>
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</material>
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<texture-unit n="4">
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<unit>4</unit>
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<image>
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<use>texture[3]/image</use>
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</image>
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<type>
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<use>texture[3]/type</use>
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</type>
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<filter>
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<use>texture[3]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[3]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[3]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[3]/internal-format</use>
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</internal-format>
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</texture-unit>
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<program n="0">
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<vertex-shader n="0">Shaders/Default/building-ubershader.vert</vertex-shader>
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<attribute>
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<name>instancePosition</name>
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<index>10</index>
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</attribute>
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<attribute>
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<name>instanceScale</name>
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<index>11</index>
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</attribute>
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<attribute>
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<name>attrib1</name>
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<index>12</index>
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</attribute>
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<attribute>
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<name>attrib2</name>
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<index>13</index>
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</attribute>
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</program>
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</pass>
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</technique>
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<technique n="8">
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<pass>
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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 n="0">
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<vertex-shader n="1">Shaders/Default/building-default.vert</vertex-shader>
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<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
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<!--fog include-->
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<fragment-shader n="1">Shaders/Default/default.frag</fragment-shader>
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<attribute>
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<name>instancePosition</name>
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<index>10</index>
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</attribute>
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<attribute>
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<name>instanceScale</name>
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<index>11</index>
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</attribute>
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<attribute>
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<name>attrib1</name>
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<index>12</index>
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</attribute>
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<attribute>
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<name>attrib2</name>
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<index>13</index>
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</attribute>
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</program>
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</pass>
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</technique>
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<technique n="9">
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<pass>
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<lighting>true</lighting>
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<material>
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@ -221,31 +388,10 @@
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</internal-format>
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-->
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<image>
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<use>texture[6]/image</use>
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</image>
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<type>
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<use>texture[6]/type</use>
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</type>
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<filter>
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<use>texture[6]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[6]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[6]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[6]/internal-format</use>
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</internal-format>
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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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<program n="0">
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<vertex-shader n="0">Shaders/Default/building-default.vert</vertex-shader>
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<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
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<!--fog include-->
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@ -255,62 +401,18 @@
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<index>10</index>
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</attribute>
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<attribute>
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<name>instanceScaleRotate</name>
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<name>instanceScale</name>
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<index>11</index>
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</attribute>
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<attribute>
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<name>rotPitchWtex0x</name>
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<name>attrib1</name>
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<index>12</index>
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</attribute>
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<attribute>
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<name>wtex0yTex1xTex1y</name>
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<name>attrib2</name>
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<index>13</index>
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</attribute>
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<attribute>
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<name>rtex0xRtex0y</name>
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<index>14</index>
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</attribute>
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<attribute>
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<name>rooftopscale</name>
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<index>15</index>
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</attribute>
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</program>
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<!-- BEGIN fog include -->
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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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@ -318,7 +420,6 @@
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<use>fogtype</use>
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</value>
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</uniform>
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<!-- END fog include -->
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<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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@ -338,579 +439,5 @@
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</uniform>
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</pass>
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</technique>
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<technique n="5">
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<pass>
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<material>
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<active>true</active>
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<color-mode-uniform>1</color-mode-uniform>
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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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<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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<shininess>0.1</shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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<color-mode-uniform>ambient-and-diffuse</color-mode-uniform>
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</material>
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<texture-unit n="4">
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<unit>4</unit>
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<image>
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<use>texture[3]/image</use>
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</image>
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<type>
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<use>texture[3]/type</use>
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</type>
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<filter>
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<use>texture[3]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[3]/wrap-s</use>
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</wrap-s>
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||||
<wrap-t>
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||||
<use>texture[3]/wrap-t</use>
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</wrap-t>
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||||
<internal-format>
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||||
<use>texture[3]/internal-format</use>
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</internal-format>
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||||
</texture-unit>
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||||
<program n="0">
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||||
<vertex-shader n="0">Shaders/Default/building-ubershader.vert</vertex-shader>
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<attribute>
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||||
<name>instancePosition</name>
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<index>10</index>
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</attribute>
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<attribute>
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||||
<name>instanceScaleRotate</name>
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<index>11</index>
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||||
</attribute>
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<attribute>
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||||
<name>rotPitchWtex0x</name>
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<index>12</index>
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||||
</attribute>
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||||
<attribute>
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||||
<name>wtex0yTex1xTex1y</name>
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||||
<index>13</index>
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||||
</attribute>
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||||
<attribute>
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||||
<name>rtex0xRtex0y</name>
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<index>14</index>
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</attribute>
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<attribute>
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<name>rooftopscale</name>
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<index>15</index>
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</attribute>
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</program>
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</pass>
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</technique>
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<technique n="6">
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<pass>
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<material>
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<active>true</active>
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||||
<color-mode-uniform>1</color-mode-uniform>
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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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||||
<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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<shininess>0.1</shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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||||
<color-mode-uniform>ambient-and-diffuse</color-mode-uniform>
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||||
</material>
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||||
<texture-unit n="4">
|
||||
<unit>4</unit>
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||||
<image>
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||||
<use>texture[3]/image</use>
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||||
</image>
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||||
<type>
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||||
<use>texture[3]/type</use>
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||||
</type>
|
||||
<filter>
|
||||
<use>texture[3]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[3]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[3]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[3]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<program n="0">
|
||||
<vertex-shader n="0">Shaders/Default/building-ubershader.vert</vertex-shader>
|
||||
<attribute>
|
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<name>instancePosition</name>
|
||||
<index>10</index>
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||||
</attribute>
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<attribute>
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<name>instanceScaleRotate</name>
|
||||
<index>11</index>
|
||||
</attribute>
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<attribute>
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<name>rotPitchWtex0x</name>
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<index>12</index>
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</attribute>
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<attribute>
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<name>wtex0yTex1xTex1y</name>
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<index>13</index>
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</attribute>
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<attribute>
|
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<name>rtex0xRtex0y</name>
|
||||
<index>14</index>
|
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</attribute>
|
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<attribute>
|
||||
<name>rooftopscale</name>
|
||||
<index>15</index>
|
||||
</attribute>
|
||||
</program>
|
||||
</pass>
|
||||
</technique>
|
||||
<technique n="16">
|
||||
<scheme>als-lighting</scheme>
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/shaders/quality-level</property>
|
||||
<property>/sim/rendering/shaders/model</property>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<glversion/>
|
||||
</less-equal>
|
||||
<and>
|
||||
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
||||
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
||||
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
||||
</and>
|
||||
</or>
|
||||
</and>
|
||||
</predicate>
|
||||
<!--<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient><use>material/ambient</use></ambient>
|
||||
<diffuse><use>material/diffuse</use></diffuse>
|
||||
<specular><use>material/specular</use></specular>
|
||||
<emissive><use>material/emissive</use></emissive>
|
||||
<shininess><use>material/shininess</use></shininess>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<alpha-test>false</alpha-test>
|
||||
<shade-model>flat</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number>-1</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
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<unit>0</unit>
|
||||
<image><use>texture[0]/image</use></image>
|
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<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/Default/building-default.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/Default/trivial.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<color-mask type="vec4d">0 0 0 0</color-mask>
|
||||
</pass>-->
|
||||
<pass>
|
||||
<texture-unit n="4">
|
||||
<unit>4</unit>
|
||||
<image>
|
||||
<use>texture[3]/image</use>
|
||||
</image>
|
||||
<type>
|
||||
<use>texture[3]/type</use>
|
||||
</type>
|
||||
<filter>
|
||||
<use>texture[3]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[3]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[3]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[3]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader n="0">Shaders/ALS/building-model-ultra.vert</vertex-shader>
|
||||
<!--<fragment-shader n="0">Shaders/ALS/model-ultra.frag</fragment-shader>
|
||||
<fragment-shader n="1">Shaders/ALS/cloud-shadowfunc.frag</fragment-shader>
|
||||
<fragment-shader n="2">Shaders/ALS/hazes.frag</fragment-shader>
|
||||
<fragment-shader n="3">Shaders/ALS/secondary_lights.frag</fragment-shader>
|
||||
<fragment-shader n="4">Shaders/ALS/filters.frag</fragment-shader>-->
|
||||
<attribute>
|
||||
<name>instancePosition</name>
|
||||
<index>10</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>instanceScaleRotate</name>
|
||||
<index>11</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>rotPitchWtex0x</name>
|
||||
<index>12</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>wtex0yTex1xTex1y</name>
|
||||
<index>13</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>rtex0xRtex0y</name>
|
||||
<index>14</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>rooftopscale</name>
|
||||
<index>15</index>
|
||||
</attribute>
|
||||
</program>
|
||||
</pass>
|
||||
</technique>
|
||||
<technique n="17">
|
||||
<scheme>als-lighting</scheme>
|
||||
<predicate>
|
||||
<and>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<glversion/>
|
||||
</less-equal>
|
||||
<and>
|
||||
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
||||
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
||||
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
||||
</and>
|
||||
</or>
|
||||
</and>
|
||||
</predicate>
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient>
|
||||
<use>material/ambient</use>
|
||||
</ambient>
|
||||
<diffuse>
|
||||
<use>material/diffuse</use>
|
||||
</diffuse>
|
||||
<specular>
|
||||
<use>material/specular</use>
|
||||
</specular>
|
||||
<emissive>
|
||||
<use>material/emissive</use>
|
||||
</emissive>
|
||||
<shininess>
|
||||
<use>material/shininess</use>
|
||||
</shininess>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<alpha-test>false</alpha-test>
|
||||
<shade-model>flat</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number>-1</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image>
|
||||
<use>texture[0]/image</use>
|
||||
</image>
|
||||
<type>
|
||||
<use>texture[0]/type</use>
|
||||
</type>
|
||||
<filter>
|
||||
<use>texture[0]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[0]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[0]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>1</unit>
|
||||
<image>
|
||||
<use>texture[6]/image</use>
|
||||
</image>
|
||||
<type>
|
||||
<use>texture[6]/type</use>
|
||||
</type>
|
||||
<filter>
|
||||
<use>texture[6]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[6]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[6]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[6]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<!--<vertex-shader n="0">Shaders/Default/include_fog.vert</vertex-shader>-->
|
||||
<!--<vertex-shader n="1">Shaders/Default/building-default.vert</vertex-shader>-->
|
||||
<vertex-shader>Shaders/Default/building-default.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/Default/trivial.frag</fragment-shader>
|
||||
<!--<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
|
||||
<fragment-shader n="1">Shaders/Default/terrain-nocolor.frag</fragment-shader>-->
|
||||
<attribute>
|
||||
<name>instancePosition</name>
|
||||
<index>10</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>instanceScaleRotate</name>
|
||||
<index>11</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>rotPitchWtex0x</name>
|
||||
<index>12</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>wtex0yTex1xTex1y</name>
|
||||
<index>13</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>rtex0xRtex0y</name>
|
||||
<index>14</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>rooftopscale</name>
|
||||
<index>15</index>
|
||||
</attribute>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-2d</type>
|
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<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>dataBuffer</name>
|
||||
<type>sampler-1d</type>
|
||||
<value type="int">1</value>
|
||||
</uniform>
|
||||
<color-mask type="vec4d">0 0 0 0</color-mask>
|
||||
</pass>
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient>
|
||||
<use>material/ambient</use>
|
||||
</ambient>
|
||||
<diffuse>
|
||||
<use>material/diffuse</use>
|
||||
</diffuse>
|
||||
<specular>
|
||||
<use>material/specular</use>
|
||||
</specular>
|
||||
<emissive>
|
||||
<use>material/emissive</use>
|
||||
</emissive>
|
||||
<shininess>
|
||||
<use>material/shininess</use>
|
||||
</shininess>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<blend>false</blend>
|
||||
<alpha-test>false</alpha-test>
|
||||
<shade-model>flat</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number>
|
||||
<use>render-bin/bin-number</use>
|
||||
</bin-number>
|
||||
<bin-name>
|
||||
<use>render-bin/bin-name</use>
|
||||
</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image>
|
||||
<use>texture[0]/image</use>
|
||||
</image>
|
||||
<type>
|
||||
<use>texture[0]/type</use>
|
||||
</type>
|
||||
<filter>
|
||||
<use>texture[0]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[0]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[0]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<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>
|
||||
<image>
|
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<use>texture[6]/image</use>
|
||||
</image>
|
||||
<type>
|
||||
<use>texture[6]/type</use>
|
||||
</type>
|
||||
<filter>
|
||||
<use>texture[6]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[6]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[6]/wrap-t</use>
|
||||
</wrap-t>
|
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<internal-format>
|
||||
<use>texture[6]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/ALS/building.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/ALS/terrain-base.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
|
||||
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
|
||||
<attribute>
|
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<name>instancePosition</name>
|
||||
<index>10</index>
|
||||
</attribute>
|
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<attribute>
|
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<name>instanceScaleRotate</name>
|
||||
<index>11</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>rotPitchWtex0x</name>
|
||||
<index>12</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>wtex0yTex1xTex1y</name>
|
||||
<index>13</index>
|
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</attribute>
|
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<attribute>
|
||||
<name>rtex0xRtex0y</name>
|
||||
<index>14</index>
|
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</attribute>
|
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<attribute>
|
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<name>rooftopscale</name>
|
||||
<index>15</index>
|
||||
</attribute>
|
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</program>
|
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<uniform>
|
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<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>ground_scattering</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>ground_scattering</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terminator</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>terminator</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terrain_alt</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>terrain_alt</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>overcast</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>overcast</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>eye_alt</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>eye_alt</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloud_self_shading</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>cloud_self_shading</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>moonlight</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>moonlight</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-2d</type>
|
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<value type="int">0</value>
|
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</uniform>
|
||||
<uniform>
|
||||
<name>dataBuffer</name>
|
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<type>sampler-1d</type>
|
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<value type="int">1</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>colorMode</name>
|
||||
<type>int</type>
|
||||
<value>2</value>
|
||||
<!-- AMBIENT_AND_DIFFUSE -->
|
||||
</uniform>
|
||||
<depth>
|
||||
<function>lequal</function>
|
||||
<write-mask type="bool">false</write-mask>
|
||||
</depth>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
</PropertyList>
|
||||
|
|
311
Compositor/Shaders/ALS/building-default.vert
Normal file
311
Compositor/Shaders/ALS/building-default.vert
Normal file
|
@ -0,0 +1,311 @@
|
|||
// -*-C++-*-
|
||||
#version 120
|
||||
#extension GL_EXT_draw_instanced : enable
|
||||
|
||||
// Shader that uses OpenGL state values to do per-pixel lighting
|
||||
//
|
||||
// The only light used is gl_LightSource[0], which is assumed to be
|
||||
// directional.
|
||||
//
|
||||
// Diffuse colors come from the gl_Color, ambient from the material. This is
|
||||
// equivalent to osg::Material::DIFFUSE.
|
||||
// Haze part added by Thorsten Renk, Oct. 2011
|
||||
|
||||
|
||||
#define MODE_OFF 0
|
||||
#define MODE_DIFFUSE 1
|
||||
#define MODE_AMBIENT_AND_DIFFUSE 2
|
||||
|
||||
attribute vec3 instancePosition; // (x,y,z)
|
||||
attribute vec3 instanceScale; // (width, depth, height)
|
||||
attribute vec3 attrib1; // Generic packed attributes
|
||||
attribute vec3 attrib2;
|
||||
|
||||
// The constant term of the lighting equation that doesn't depend on
|
||||
// the surface normal is passed in gl_{Front,Back}Color. The alpha
|
||||
// component is set to 1 for front, 0 for back in order to work around
|
||||
// bugs with gl_FrontFacing in the fragment shader.
|
||||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
varying vec3 relPos;
|
||||
|
||||
//varying float earthShade;
|
||||
//varying float yprime;
|
||||
//varying float vertex_alt;
|
||||
varying float yprime_alt;
|
||||
varying float mie_angle;
|
||||
|
||||
uniform int colorMode;
|
||||
uniform float hazeLayerAltitude;
|
||||
uniform float terminator;
|
||||
uniform float terrain_alt;
|
||||
uniform float avisibility;
|
||||
uniform float visibility;
|
||||
uniform float overcast;
|
||||
//uniform float scattering;
|
||||
uniform float ground_scattering;
|
||||
|
||||
uniform bool use_IR_vision;
|
||||
|
||||
// This is the value used in the skydome scattering shader - use the same here for consistency?
|
||||
const float EarthRadius = 5800000.0;
|
||||
const float terminator_width = 200000.0;
|
||||
|
||||
|
||||
float earthShade;
|
||||
//float mie_angle;
|
||||
|
||||
|
||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
{
|
||||
//x = x - 0.5;
|
||||
|
||||
// use the asymptotics to shorten computations
|
||||
if (x < -15.0) {return 0.0;}
|
||||
|
||||
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
||||
}
|
||||
|
||||
const float c_precision = 128.0;
|
||||
const float c_precisionp1 = c_precision + 1.0;
|
||||
|
||||
vec3 float2vec(float value) {
|
||||
vec3 val;
|
||||
val.x = mod(value, c_precisionp1) / c_precision;
|
||||
val.y = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
|
||||
val.z = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
|
||||
return val;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec4 light_diffuse;
|
||||
vec4 light_ambient;
|
||||
|
||||
float yprime;
|
||||
float lightArg;
|
||||
float intensity;
|
||||
float vertex_alt;
|
||||
float scattering;
|
||||
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
|
||||
|
||||
// Unpack generic attributes
|
||||
vec3 attr1 = float2vec(attrib1.x);
|
||||
vec3 attr2 = float2vec(attrib1.z);
|
||||
vec3 attr3 = float2vec(attrib2.x);
|
||||
|
||||
// Determine the rotation for the building.
|
||||
float sr = sin(6.28 * attr1.x);
|
||||
float cr = cos(6.28 * attr1.x);
|
||||
|
||||
vec3 position = gl_Vertex.xyz;
|
||||
// Adjust the very top of the roof to match the rooftop scaling. This shapes
|
||||
// the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z
|
||||
position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * attr3.z - 0.5);
|
||||
position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * attrib2.y );
|
||||
|
||||
// Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z
|
||||
// Scale down by the building height (instanceScale.z) because
|
||||
// immediately afterwards we will scale UP the vertex to the correct scale.
|
||||
position.z = position.z + gl_Color.z * attrib1.y / instanceScale.z;
|
||||
position = position * instanceScale.xyz;
|
||||
|
||||
// Rotation of the building and movement into position
|
||||
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
|
||||
position = position + instancePosition.xyz;
|
||||
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
|
||||
|
||||
// Texture coordinates are stored as:
|
||||
// - a separate offset (x0, y0) for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
|
||||
// - a semi-shared (x1, y1) so that the front and side of the building can have
|
||||
// different texture mappings
|
||||
//
|
||||
// The vertex color value selects between them:
|
||||
// gl_Color.x=1 indicates front/back walls
|
||||
// gl_Color.y=1 indicates roof
|
||||
// gl_Color.z=1 indicates top roof vertexs (used above)
|
||||
// gl_Color.a=1 indicates sides
|
||||
// Finally, the roof texture is on the right of the texture sheet
|
||||
float wtex0x = attr1.y; // Front/Side texture X0
|
||||
float wtex0y = attr1.z; // Front/Side texture Y0
|
||||
float rtex0x = attr2.z; // Roof texture X0
|
||||
float rtex0y = attr3.x; // Roof texture Y0
|
||||
float wtex1x = attr2.x; // Front/Roof texture X1
|
||||
float stex1x = attr3.y; // Side texture X1
|
||||
float wtex1y = attr2.y; // Front/Roof/Side texture Y1
|
||||
vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x + gl_Color.a*wtex0x),
|
||||
gl_Color.x*wtex0y + gl_Color.y*rtex0y + gl_Color.a*wtex0y);
|
||||
|
||||
vec2 tex1 = vec2(gl_Color.x*wtex1x + gl_Color.y*wtex1x + gl_Color.a*stex1x,
|
||||
wtex1y);
|
||||
|
||||
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * tex1.x;
|
||||
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * tex1.y;
|
||||
|
||||
// Rotate the normal.
|
||||
normal = gl_Normal;
|
||||
normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
|
||||
normal = gl_NormalMatrix * normal;
|
||||
|
||||
|
||||
vec4 ambient_color, diffuse_color;
|
||||
if (colorMode == MODE_DIFFUSE) {
|
||||
diffuse_color = vec4(1.0,1.0,1.0,1.0);
|
||||
ambient_color = gl_FrontMaterial.ambient;
|
||||
} else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) {
|
||||
diffuse_color = vec4(1.0,1.0,1.0,1.0);
|
||||
ambient_color = vec4(1.0,1.0,1.0,1.0);
|
||||
} else {
|
||||
diffuse_color = gl_FrontMaterial.diffuse;
|
||||
ambient_color = gl_FrontMaterial.ambient;
|
||||
}
|
||||
|
||||
// here start computations for the haze layer
|
||||
// we need several geometrical quantities
|
||||
|
||||
// first current altitude of eye position in model space
|
||||
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
|
||||
|
||||
// and relative position to vector
|
||||
relPos = gl_Vertex.xyz + gl_Color.xyz - ep.xyz;
|
||||
|
||||
// unfortunately, we need the distance in the vertex shader, although the more accurate version
|
||||
// is later computed in the fragment shader again
|
||||
float dist = length(relPos);
|
||||
|
||||
// altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m
|
||||
vertex_alt = max(gl_Vertex.z + gl_Color.z,100.0);
|
||||
scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt);
|
||||
|
||||
// branch dependent on daytime
|
||||
|
||||
if (terminator < 1000000.0) // the full, sunrise and sunset computation
|
||||
{
|
||||
|
||||
|
||||
// establish coordinates relative to sun position
|
||||
|
||||
vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
|
||||
vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
|
||||
|
||||
|
||||
|
||||
// yprime is the distance of the vertex into sun direction
|
||||
yprime = -dot(relPos, lightHorizon);
|
||||
|
||||
// this gets an altitude correction, higher terrain gets to see the sun earlier
|
||||
yprime_alt = yprime - sqrt(2.0 * EarthRadius * vertex_alt);
|
||||
|
||||
// two times terminator width governs how quickly light fades into shadow
|
||||
// now the light-dimming factor
|
||||
earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4;
|
||||
|
||||
// parametrized version of the Flightgear ground lighting function
|
||||
lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
// directional scattering for low sun
|
||||
if (lightArg < 10.0)
|
||||
{mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;}
|
||||
else
|
||||
{mie_angle = 1.0;}
|
||||
|
||||
|
||||
|
||||
|
||||
light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0);
|
||||
light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
|
||||
light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
||||
light_diffuse.a = 1.0;
|
||||
light_diffuse = light_diffuse * scattering;
|
||||
|
||||
light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33);
|
||||
light_ambient.g = light_ambient.r * 0.4/0.33;
|
||||
light_ambient.b = light_ambient.r * 0.5/0.33;
|
||||
light_ambient.a = 1.0;
|
||||
|
||||
// correct ambient light intensity and hue before sunrise
|
||||
if (earthShade < 0.5)
|
||||
{
|
||||
//light_ambient = light_ambient * (0.4 + 0.6 * smoothstep(0.2, 0.5, earthShade));
|
||||
intensity = length(light_ambient.rgb);
|
||||
light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) ));
|
||||
|
||||
intensity = length(light_diffuse.rgb);
|
||||
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
|
||||
}
|
||||
|
||||
|
||||
// the haze gets the light at the altitude of the haze top if the vertex in view is below
|
||||
// but the light at the vertex if the vertex is above
|
||||
|
||||
vertex_alt = max(vertex_alt,hazeLayerAltitude);
|
||||
|
||||
if (vertex_alt > hazeLayerAltitude)
|
||||
{
|
||||
if (dist > 0.8 * avisibility)
|
||||
{
|
||||
vertex_alt = mix(vertex_alt, hazeLayerAltitude, smoothstep(0.8*avisibility, avisibility, dist));
|
||||
yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
vertex_alt = hazeLayerAltitude;
|
||||
yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
|
||||
}
|
||||
|
||||
}
|
||||
else // the faster, full-day version without lightfields
|
||||
{
|
||||
//vertex_alt = max(gl_Vertex.z,100.0);
|
||||
|
||||
earthShade = 1.0;
|
||||
mie_angle = 1.0;
|
||||
|
||||
if (terminator > 3000000.0)
|
||||
{light_diffuse = vec4 (1.0, 1.0, 1.0, 1.0);
|
||||
light_ambient = vec4 (0.33, 0.4, 0.5, 1.0); }
|
||||
else
|
||||
{
|
||||
|
||||
lightArg = (terminator/100000.0 - 10.0)/20.0;
|
||||
light_diffuse.b = 0.78 + lightArg * 0.21;
|
||||
light_diffuse.g = 0.907 + lightArg * 0.091;
|
||||
light_diffuse.r = 0.904 + lightArg * 0.092;
|
||||
light_diffuse.a = 1.0;
|
||||
|
||||
light_ambient.r = 0.316 + lightArg * 0.016;
|
||||
light_ambient.g = light_ambient.r * 0.4/0.33;
|
||||
light_ambient.b = light_ambient.r * 0.5/0.33;
|
||||
light_ambient.a = 1.0;
|
||||
}
|
||||
|
||||
light_diffuse = light_diffuse * scattering;
|
||||
yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
|
||||
}
|
||||
|
||||
if (use_IR_vision)
|
||||
{
|
||||
light_ambient.rgb = max(light_ambient.rgb, vec3 (0.5, 0.5, 0.5));
|
||||
}
|
||||
|
||||
|
||||
// default lighting based on texture and material using the light we have just computed
|
||||
|
||||
diffuse_term = diffuse_color* light_diffuse;
|
||||
vec4 constant_term = gl_FrontMaterial.emission + ambient_color *
|
||||
(gl_LightModel.ambient + light_ambient);
|
||||
// Super hack: if diffuse material alpha is less than 1, assume a
|
||||
// transparency animation is at work
|
||||
if (gl_FrontMaterial.diffuse.a < 1.0)
|
||||
diffuse_term.a = gl_FrontMaterial.diffuse.a;
|
||||
else
|
||||
diffuse_term.a = 1.0;
|
||||
// Another hack for supporting two-sided lighting without using
|
||||
// gl_FrontFacing in the fragment shader.
|
||||
gl_FrontColor.rgb = constant_term.rgb;
|
||||
gl_BackColor.rgb = constant_term.rgb;
|
||||
//gl_FrontColor.a = mie_angle; gl_BackColor.a = mie_angle;
|
||||
}
|
|
@ -4,11 +4,9 @@
|
|||
#version 120
|
||||
|
||||
attribute vec3 instancePosition; // (x,y,z)
|
||||
attribute vec3 instanceScaleRotate; // (width, depth, height)
|
||||
attribute vec3 rotPitchWtex0x; // (rotation, pitch height, texture x offset)
|
||||
attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain)
|
||||
attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, texture y gain)
|
||||
attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale)
|
||||
attribute vec3 instanceScale ; // (width, depth, height)
|
||||
attribute vec3 attrib1; // Generic packed attributes
|
||||
attribute vec3 attrib2;
|
||||
|
||||
varying vec3 rawpos;
|
||||
varying vec3 VNormal;
|
||||
|
@ -53,24 +51,39 @@ void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat)
|
|||
0.0 , 0.0 , 0.0, 1.0 );
|
||||
}
|
||||
|
||||
const float c_precision = 128.0;
|
||||
const float c_precisionp1 = c_precision + 1.0;
|
||||
|
||||
vec3 float2vec(float value) {
|
||||
vec3 val;
|
||||
val.x = mod(value, c_precisionp1) / c_precision;
|
||||
val.y = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
|
||||
val.z = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
|
||||
return val;
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// Determine the rotation for the building.
|
||||
float sr = sin(6.28 * rotPitchWtex0x.x);
|
||||
float cr = cos(6.28 * rotPitchWtex0x.x);
|
||||
// Unpack generic attributes
|
||||
vec3 attr1 = float2vec(attrib1.x);
|
||||
vec3 attr2 = float2vec(attrib1.z);
|
||||
vec3 attr3 = float2vec(attrib2.x);
|
||||
|
||||
// Determine the rotation for the building.
|
||||
float sr = sin(6.28 * attr1.x);
|
||||
float cr = cos(6.28 * attr1.x);
|
||||
|
||||
vec3 rawpos = gl_Vertex.xyz;
|
||||
// Adjust the very top of the roof to match the rooftop scaling. This shapes
|
||||
// the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z
|
||||
rawpos.x = (1.0 - gl_Color.z) * rawpos.x + gl_Color.z * ((rawpos.x + 0.5) * rooftopscale.x - 0.5);
|
||||
rawpos.y = (1.0 - gl_Color.z) * rawpos.y + gl_Color.z * (rawpos.y * rooftopscale.y);
|
||||
rawpos.x = (1.0 - gl_Color.z) * rawpos.x + gl_Color.z * ((rawpos.x + 0.5) * attr3.z - 0.5);
|
||||
rawpos.y = (1.0 - gl_Color.z) * rawpos.y + gl_Color.z * (rawpos.y * attrib2.y );
|
||||
|
||||
// Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z
|
||||
// Scale down by the building height (instanceScaleRotate.z) because
|
||||
// Scale down by the building height (instanceScale.z) because
|
||||
// immediately afterwards we will scale UP the vertex to the correct scale.
|
||||
rawpos.z = rawpos.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z;
|
||||
rawpos = rawpos * instanceScaleRotate.xyz;
|
||||
rawpos.z = rawpos.z + gl_Color.z * attrib1.y / instanceScale.z;
|
||||
rawpos = rawpos * instanceScale.xyz;
|
||||
|
||||
// Rotation of the building and movement into rawpos
|
||||
rawpos.xy = vec2(dot(rawpos.xy, vec2(cr, sr)), dot(rawpos.xy, vec2(-sr, cr)));
|
||||
|
@ -78,16 +91,31 @@ void main(void)
|
|||
vec4 ecPosition = gl_ModelViewMatrix * vec4(rawpos, 1.0);
|
||||
|
||||
// Texture coordinates are stored as:
|
||||
// - a separate offset for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
|
||||
// - a shared gain value (tex1x, tex1y)
|
||||
// - a separate offset (x0, y0) for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
|
||||
// - a semi-shared (x1, y1) so that the front and side of the building can have
|
||||
// different texture mappings
|
||||
//
|
||||
// The vertex color value selects between them, with glColor.x=1 indicating walls
|
||||
// and glColor.y=1 indicating roofs.
|
||||
// Finally, the roof texture is on the left of the texture sheet
|
||||
vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*rotPitchWtex0x.z + gl_Color.y*rtex0xRtex0y.x),
|
||||
gl_Color.x*wtex0yTex1xTex1y.x + gl_Color.y*rtex0xRtex0y.y);
|
||||
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * wtex0yTex1xTex1y.y;
|
||||
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * wtex0yTex1xTex1y.z;
|
||||
// The vertex color value selects between them:
|
||||
// gl_Color.x=1 indicates front/back walls
|
||||
// gl_Color.y=1 indicates roof
|
||||
// gl_Color.z=1 indicates top roof vertexs (used above)
|
||||
// gl_Color.a=1 indicates sides
|
||||
// Finally, the roof texture is on the right of the texture sheet
|
||||
float wtex0x = attr1.y; // Front/Side texture X0
|
||||
float wtex0y = attr1.z; // Front/Side texture Y0
|
||||
float rtex0x = attr2.z; // Roof texture X0
|
||||
float rtex0y = attr3.x; // Roof texture Y0
|
||||
float wtex1x = attr2.x; // Front/Roof texture X1
|
||||
float stex1x = attr3.y; // Side texture X1
|
||||
float wtex1y = attr2.y; // Front/Roof/Side texture Y1
|
||||
vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x + gl_Color.a*wtex0x),
|
||||
gl_Color.x*wtex0y + gl_Color.y*rtex0y + gl_Color.a*wtex0y);
|
||||
|
||||
vec2 tex1 = vec2(gl_Color.x*wtex1x + gl_Color.y*wtex1x + gl_Color.a*stex1x,
|
||||
wtex1y);
|
||||
|
||||
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * tex1.x;
|
||||
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * tex1.y;
|
||||
|
||||
// Rotate the normal.
|
||||
vec3 normal = gl_Normal;
|
||||
|
|
|
@ -1,63 +0,0 @@
|
|||
// -*-C++-*-
|
||||
|
||||
// Ambient term comes in gl_Color.rgb.
|
||||
#version 120
|
||||
|
||||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform sampler2D lightmap;
|
||||
uniform float sunangle;
|
||||
|
||||
////fog "include" /////
|
||||
uniform int fogType;
|
||||
|
||||
vec3 fog_Func(vec3 color, int type);
|
||||
//////////////////////
|
||||
|
||||
float luminance(vec3 color)
|
||||
{
|
||||
return dot(vec3(0.212671, 0.715160, 0.072169), color);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 n;
|
||||
float NdotL, NdotHV, fogFactor;
|
||||
vec4 color = gl_Color;
|
||||
vec3 lightDir = gl_LightSource[0].position.xyz;
|
||||
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
|
||||
vec4 texel;
|
||||
vec4 emissive;
|
||||
vec4 fragColor;
|
||||
vec4 specular = vec4(0.0);
|
||||
|
||||
// If gl_Color.a == 0, this is a back-facing polygon and the
|
||||
// normal should be reversed.
|
||||
n = (2.0 * gl_Color.a - 1.0) * normal;
|
||||
n = normalize(n);
|
||||
|
||||
NdotL = dot(n, lightDir);
|
||||
if (NdotL > 0.0) {
|
||||
color += diffuse_term * NdotL;
|
||||
NdotHV = max(dot(n, halfVector), 0.0);
|
||||
if (gl_FrontMaterial.shininess > 0.0)
|
||||
specular.rgb = (gl_FrontMaterial.specular.rgb
|
||||
* gl_LightSource[0].specular.rgb
|
||||
* pow(NdotHV, gl_FrontMaterial.shininess));
|
||||
}
|
||||
color.a = diffuse_term.a;
|
||||
// This shouldn't be necessary, but our lighting becomes very
|
||||
// saturated. Clamping the color before modulating by the texture
|
||||
// is closer to what the OpenGL fixed function pipeline does.
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
texel = texture2D(texture, gl_TexCoord[0].st);
|
||||
emissive = texture2D(lightmap, gl_TexCoord[0].st);
|
||||
|
||||
// The lights are only switched on when the sun is below the horizon
|
||||
fragColor = color * texel + specular + smoothstep(1.6, 1.8, sunangle) * emissive;
|
||||
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
}
|
|
@ -14,11 +14,9 @@
|
|||
#define MODE_AMBIENT_AND_DIFFUSE 2
|
||||
|
||||
attribute vec3 instancePosition; // (x,y,z)
|
||||
attribute vec3 instanceScaleRotate; // (width, depth, height)
|
||||
attribute vec3 rotPitchWtex0x; // (rotation, pitch height, wall texture x offset)
|
||||
attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain)
|
||||
attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, unused)
|
||||
attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale)
|
||||
attribute vec3 instanceScale ; // (width, depth, height)
|
||||
attribute vec3 attrib1; // Generic packed attributes
|
||||
attribute vec3 attrib2;
|
||||
|
||||
// The constant term of the lighting equation that doesn't depend on
|
||||
// the surface normal is passed in gl_{Front,Back}Color. The alpha
|
||||
|
@ -35,23 +33,39 @@ uniform int colorMode;
|
|||
//void fog_Func(int type);
|
||||
/////////////////////////
|
||||
|
||||
const float c_precision = 128.0;
|
||||
const float c_precisionp1 = c_precision + 1.0;
|
||||
|
||||
vec3 float2vec(float value) {
|
||||
vec3 val;
|
||||
val.x = mod(value, c_precisionp1) / c_precision;
|
||||
val.y = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
|
||||
val.z = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
|
||||
return val;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Unpack generic attributes
|
||||
vec3 attr1 = float2vec(attrib1.x);
|
||||
vec3 attr2 = float2vec(attrib1.z);
|
||||
vec3 attr3 = float2vec(attrib2.x);
|
||||
|
||||
// Determine the rotation for the building.
|
||||
float sr = sin(6.28 * rotPitchWtex0x.x);
|
||||
float cr = cos(6.28 * rotPitchWtex0x.x);
|
||||
float sr = sin(6.28 * attr1.x);
|
||||
float cr = cos(6.28 * attr1.x);
|
||||
|
||||
vec3 position = gl_Vertex.xyz;
|
||||
// Adjust the very top of the roof to match the rooftop scaling. This shapes
|
||||
// the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z
|
||||
position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * rooftopscale.x - 0.5);
|
||||
position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * rooftopscale.y);
|
||||
position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * attr3.z - 0.5);
|
||||
position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * attrib2.y );
|
||||
|
||||
// Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z
|
||||
// Scale down by the building height (instanceScaleRotate.z) because
|
||||
// Scale down by the building height (instanceScale.z) because
|
||||
// immediately afterwards we will scale UP the vertex to the correct scale.
|
||||
position.z = position.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z;
|
||||
position = position * instanceScaleRotate.xyz;
|
||||
position.z = position.z + gl_Color.z * attrib1.y / instanceScale.z;
|
||||
position = position * instanceScale.xyz;
|
||||
|
||||
// Rotation of the building and movement into position
|
||||
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
|
||||
|
@ -60,20 +74,31 @@ void main()
|
|||
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
|
||||
|
||||
// Texture coordinates are stored as:
|
||||
// - a separate offset for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
|
||||
// - a shared gain value (tex1x, tex1y)
|
||||
// - a separate offset (x0, y0) for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
|
||||
// - a semi-shared (x1, y1) so that the front and side of the building can have
|
||||
// different texture mappings
|
||||
//
|
||||
// The vertex color value selects between them, with glColor.x=1 indicating walls
|
||||
// and glColor.y=1 indicating roofs.
|
||||
// Finally, the roof texture is on the left of the texture sheet
|
||||
float wtex0x = rotPitchWtex0x.z;
|
||||
float wtex0y = wtex0yTex1xTex1y.x;
|
||||
float rtex0x = rtex0xRtex0y.x;
|
||||
float rtex0y = rtex0xRtex0y.y;
|
||||
vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x),
|
||||
gl_Color.x*wtex0y + gl_Color.y*rtex0y);
|
||||
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * wtex0yTex1xTex1y.y;
|
||||
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * wtex0yTex1xTex1y.z;
|
||||
// The vertex color value selects between them:
|
||||
// gl_Color.x=1 indicates front/back walls
|
||||
// gl_Color.y=1 indicates roof
|
||||
// gl_Color.z=1 indicates top roof vertexs (used above)
|
||||
// gl_Color.a=1 indicates sides
|
||||
// Finally, the roof texture is on the right of the texture sheet
|
||||
float wtex0x = attr1.y; // Front/Side texture X0
|
||||
float wtex0y = attr1.z; // Front/Side texture Y0
|
||||
float rtex0x = attr2.z; // Roof texture X0
|
||||
float rtex0y = attr3.x; // Roof texture Y0
|
||||
float wtex1x = attr2.x; // Front/Roof texture X1
|
||||
float stex1x = attr3.y; // Side texture X1
|
||||
float wtex1y = attr2.y; // Front/Roof/Side texture Y1
|
||||
vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x + gl_Color.a*wtex0x),
|
||||
gl_Color.x*wtex0y + gl_Color.y*rtex0y + gl_Color.a*wtex0y);
|
||||
|
||||
vec2 tex1 = vec2(gl_Color.x*wtex1x + gl_Color.y*wtex1x + gl_Color.a*stex1x,
|
||||
wtex1y);
|
||||
|
||||
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * tex1.x;
|
||||
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * tex1.y;
|
||||
|
||||
// Rotate the normal.
|
||||
normal = gl_Normal;
|
||||
|
|
|
@ -18,29 +18,43 @@ uniform int shader_qual;
|
|||
uniform int rembrandt_enabled;
|
||||
|
||||
attribute vec3 instancePosition; // (x,y,z)
|
||||
attribute vec3 instanceScaleRotate; // (width, depth, height)
|
||||
attribute vec3 rotPitchWtex0x; // (rotation, pitch height, texture x offset)
|
||||
attribute vec3 wtex0yTex1xTex1y; // (wall texture y offset, wall/roof texture x gain, wall/roof texture y gain)
|
||||
attribute vec3 rtex0xRtex0y; // (roof texture y offset, roof texture x gain, texture y gain)
|
||||
attribute vec3 rooftopscale; // (rooftop x scale, rooftop y scale)
|
||||
attribute vec3 instanceScale; // (width, depth, height)
|
||||
attribute vec3 attrib1; // Generic packed attributes
|
||||
attribute vec3 attrib2;
|
||||
|
||||
const float c_precision = 128.0;
|
||||
const float c_precisionp1 = c_precision + 1.0;
|
||||
|
||||
vec3 float2vec(float value) {
|
||||
vec3 val;
|
||||
val.x = mod(value, c_precisionp1) / c_precision;
|
||||
val.y = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
|
||||
val.z = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
|
||||
return val;
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// Unpack generic attributes
|
||||
vec3 attr1 = float2vec(attrib1.x);
|
||||
vec3 attr2 = float2vec(attrib1.z);
|
||||
vec3 attr3 = float2vec(attrib2.x);
|
||||
|
||||
// Determine the rotation for the building.
|
||||
float sr = sin(6.28 * rotPitchWtex0x.x);
|
||||
float cr = cos(6.28 * rotPitchWtex0x.x);
|
||||
float sr = sin(6.28 * attr1.x);
|
||||
float cr = cos(6.28 * attr1.x);
|
||||
|
||||
vec3 position = gl_Vertex.xyz;
|
||||
// Adjust the very top of the roof to match the rooftop scaling. This shapes
|
||||
// the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z
|
||||
position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * rooftopscale.x - 0.5);
|
||||
position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * rooftopscale.y);
|
||||
position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * attr3.z - 0.5);
|
||||
position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * attrib2.y );
|
||||
|
||||
// Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z
|
||||
// Scale down by the building height (instanceScaleRotate.z) because
|
||||
// Scale down by the building height (instanceScale.z) because
|
||||
// immediately afterwards we will scale UP the vertex to the correct scale.
|
||||
position.z = position.z + gl_Color.z * rotPitchWtex0x.y / instanceScaleRotate.z;
|
||||
position = position * instanceScaleRotate.xyz;
|
||||
position.z = position.z + gl_Color.z * attrib1.y / instanceScale.z;
|
||||
position = position * instanceScale.xyz;
|
||||
|
||||
// Rotation of the building and movement into position
|
||||
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
|
||||
|
@ -84,14 +98,29 @@ void main(void)
|
|||
gl_ClipVertex = ecPosition;
|
||||
|
||||
// Texture coordinates are stored as:
|
||||
// - a separate offset for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
|
||||
// - a shared gain value (tex1x, tex1y)
|
||||
// - a separate offset (x0, y0) for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
|
||||
// - a semi-shared (x1, y1) so that the front and side of the building can have
|
||||
// different texture mappings
|
||||
//
|
||||
// The vertex color value selects between them, with glColor.x=1 indicating walls
|
||||
// and glColor.y=1 indicating roofs.
|
||||
// Finally, the roof texture is on the left of the texture sheet
|
||||
vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*rotPitchWtex0x.z + gl_Color.y*rtex0xRtex0y.x),
|
||||
gl_Color.x*wtex0yTex1xTex1y.x + gl_Color.y*rtex0xRtex0y.y);
|
||||
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * wtex0yTex1xTex1y.y;
|
||||
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * wtex0yTex1xTex1y.z;
|
||||
// The vertex color value selects between them:
|
||||
// gl_Color.x=1 indicates front/back walls
|
||||
// gl_Color.y=1 indicates roof
|
||||
// gl_Color.z=1 indicates top roof vertexs (used above)
|
||||
// gl_Color.a=1 indicates sides
|
||||
// Finally, the roof texture is on the right of the texture sheet
|
||||
float wtex0x = attr1.y; // Front/Side texture X0
|
||||
float wtex0y = attr1.z; // Front/Side texture Y0
|
||||
float rtex0x = attr2.z; // Roof texture X0
|
||||
float rtex0y = attr3.x; // Roof texture Y0
|
||||
float wtex1x = attr2.x; // Front/Roof texture X1
|
||||
float stex1x = attr3.y; // Side texture X1
|
||||
float wtex1y = attr2.y; // Front/Roof/Side texture Y1
|
||||
vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x + gl_Color.a*wtex0x),
|
||||
gl_Color.x*wtex0y + gl_Color.y*rtex0y + gl_Color.a*wtex0y);
|
||||
|
||||
vec2 tex1 = vec2(gl_Color.x*wtex1x + gl_Color.y*wtex1x + gl_Color.a*stex1x,
|
||||
wtex1y);
|
||||
|
||||
gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * tex1.x;
|
||||
gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * tex1.y;
|
||||
}
|
||||
|
|
|
@ -384,10 +384,11 @@ Model Hierarchy
|
|||
|
||||
There are a large number of techniques used by the models, with complex
|
||||
inheritance. Here is a handy list of the techniques, what they are for, and
|
||||
where the based technique is defined
|
||||
where the base technique is defined
|
||||
|
||||
Non-Compositor
|
||||
|
||||
# Where Defined Summary
|
||||
|
||||
4 model-combined.xml ALS, quality>0, model>0
|
||||
5 model-defaults.xml Base ALS
|
||||
7 model-combined-deferred.xml Rembrandt, model>0
|
||||
|
@ -395,3 +396,13 @@ where the based technique is defined
|
|||
10 model-defaults.xml Base Rembrandt
|
||||
11 model-defaults.xml Generic shaders, quality>0
|
||||
13 model-defaults.xml Fallback - no predicate
|
||||
|
||||
|
||||
Compositor
|
||||
|
||||
# Where Defined Summary
|
||||
4 model-combined.xml ALS, quality>0, model>0
|
||||
19 model-defaults.xml Base ALS
|
||||
7 model-combined.xml quality>0, model>0
|
||||
8 model-defaults.xml Generic shaders, quality>0
|
||||
9 model-defaults.xml Fallback - no predicate
|
||||
|
|
Loading…
Add table
Reference in a new issue