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Make Compositor default

- Remove all Compositor Effects and Shaders.
- Unify the low-spec and ALS pipelines in a single pipeline called 'Classic'.
- Readd shadow mapping.
- Move the WS30 Effect and fragment shader out of the Compositor-specific directories.
This commit is contained in:
Fernando García Liñán 2020-11-10 01:45:54 +01:00
parent 8cb0faef60
commit a3a8f9123e
366 changed files with 1424 additions and 79001 deletions

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<?xml version="1.0" encoding="utf-8"?>
<!--
The 'Classic' Compositor pipeline imitates the rendering pipeline that was
used before multi-pass rendering was introduced, with the added feature of
optional shadow mapping.
The precision of the Z-buffer deteriorates with huge near-far spreads, so
two passes with different depth ranges are used to avoid Z-fighting and
other unpleasantness.
-->
<PropertyList>
<name>Classic</name>
<buffer>
<name>sun-shadowmap-atlas</name>
<type>2d</type>
<width><property>/sim/rendering/shadows/sun-atlas-size</property></width>
<height><property>/sim/rendering/shadows/sun-atlas-size</property></height>
<format>depth24</format>
<wrap-s>clamp-to-border</wrap-s>
<wrap-t>clamp-to-border</wrap-t>
<wrap-r>clamp-to-border</wrap-r>
<min-filter>linear</min-filter>
<mag-filter>linear</mag-filter>
<border-color type="vec4d">1.0 1.0 1.0 1.0</border-color>
<shadow-comparison>true</shadow-comparison>
<condition>
<property>/sim/rendering/shadows/enabled</property>
</condition>
</buffer>
<pass n="0" include="csm-pass.xml">
<name>csm0</name>
<near-m>0.1</near-m>
<far-m>3.0</far-m>
<viewport>
<x>0.0</x>
<y>0.0</y>
<width>0.5</width>
<height>0.5</height>
</viewport>
</pass>
<pass n="1" include="csm-pass.xml">
<name>csm1</name>
<near-m>3.0</near-m>
<far-m>50.0</far-m>
<viewport>
<x>0.5</x>
<y>0.0</y>
<width>0.5</width>
<height>0.5</height>
</viewport>
</pass>
<pass n="2" include="csm-pass.xml">
<name>csm2</name>
<near-m>50.0</near-m>
<far-m>150.0</far-m>
<viewport>
<x>0.0</x>
<y>0.5</y>
<width>0.5</width>
<height>0.5</height>
</viewport>
</pass>
<pass n="3" include="csm-pass.xml">
<name>csm3</name>
<near-m>150.0</near-m>
<far-m>1500.0</far-m>
<viewport>
<x>0.5</x>
<y>0.5</y>
<width>0.5</width>
<height>0.5</height>
</viewport>
</pass>
<pass n="10" include="common-scene.xml">
<name>far</name>
<z-near>100.0</z-near>
</pass>
<pass n="11" include="common-scene.xml">
<name>near</name>
<cull-mask>0xfff7ff</cull-mask> <!-- Cull the sky (bit 11 off) -->
<!-- Only clear the depth buffer so color information isn't overwritten -->
<clear-mask>depth</clear-mask>
<z-far>100.0</z-far>
</pass>
</PropertyList>

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<type>scene</type>
<use-shadow-pass>csm0</use-shadow-pass>
<use-shadow-pass>csm1</use-shadow-pass>
<use-shadow-pass>csm2</use-shadow-pass>
<use-shadow-pass>csm3</use-shadow-pass>
<binding>
<buffer>sun-shadowmap-atlas</buffer>
<unit>10</unit>
<condition>
<property>/sim/rendering/shadows/enabled</property>
</condition>
</binding>
</PropertyList>

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@ -1,13 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<type>shadow-map</type>
<light-name>FGLightSource</light-name>
<effect-scheme>als-shadow</effect-scheme>
<type>csm</type>
<effect-scheme>classic-shadow</effect-scheme>
<!-- Only render objects with the CAST_SHADOW bit flag -->
<cull-mask>0x000004</cull-mask>
<render-at-night>false</render-at-night>
<condition>
<property>/sim/rendering/als/shadows/enabled</property>
<property>/sim/rendering/shadows/enabled</property>
</condition>
<attachment>
<buffer>sun-shadowmap-atlas</buffer>

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<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/airfield</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="13">
<image>Textures/Terrain/airport_grass2.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="14">
<image>Textures/Terrain/void.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="15">
<image>Textures/Terrain/void.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<base_layer_magnification>5.0</base_layer_magnification>
<overlay_layer_magnification>4.0</overlay_layer_magnification>
<grain_layer_magnification>4.0</grain_layer_magnification>
<use_overlay>0</use_overlay>
<use_grain>0</use_grain>
<use_color_overlay>1</use_color_overlay>
<grit_alpha>1.0</grit_alpha>
<overlay_bias>0.0</overlay_bias>
<overlay_alpha>1.0</overlay_alpha>
</parameters>
<technique n="16">
<scheme>als-lighting</scheme>
<predicate>
<and>
<or>
<less-equal>
<value type="float">2.0</value>
<float-property>/sim/rendering/shaders/transition</float-property>
</less-equal>
</or>
<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>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>-1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<program>
<vertex-shader>Shaders/ALS/terrain-writedepth.vert</vertex-shader>
<fragment-shader>Shaders/ALS/terrain-writedepth.frag</fragment-shader>
</program>
<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>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</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[13]/image</use>
</image>
<type>
<use>texture[13]/type</use>
</type>
<filter>
<use>texture[13]/filter</use>
</filter>
<wrap-s>
<use>texture[13]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[13]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[13]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[14]/image</use>
</image>
<type>
<use>texture[14]/type</use>
</type>
<filter>
<use>texture[14]/filter</use>
</filter>
<wrap-s>
<use>texture[14]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[14]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[14]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image>
<use>texture[15]/image</use>
</image>
<type>
<use>texture[15]/type</use>
</type>
<filter>
<use>texture[15]/filter</use>
</filter>
<wrap-s>
<use>texture[15]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[15]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[15]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/ALS/terrain-ultra.vert</vertex-shader>
<vertex-shader>Shaders/ALS/filters.vert</vertex-shader>
<vertex-shader>Shaders/ALS/shadows-include.vert</vertex-shader>
<fragment-shader>Shaders/ALS/airfield.frag</fragment-shader>
<fragment-shader>Shaders/ALS/cloud-shadowfunc.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
<fragment-shader>Shaders/ALS/shadows-include.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>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>snowlevel</name>
<type>float</type>
<value>
<use>snow_level</use>
</value>
</uniform>
<uniform>
<name>snow_thickness_factor</name>
<type>float</type>
<value>
<use>snow_thickness_factor</use>
</value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
<value>
<use>dust_cover_factor</use>
</value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value>
<use>wetness</use>
</value>
</uniform>
<uniform>
<name>fogstructure</name>
<type>float</type>
<value>
<use>fogstructure</use>
</value>
</uniform>
<uniform>
<name>grit_alpha</name>
<type>float</type>
<value>
<use>grit_alpha</use>
</value>
</uniform>
<uniform>
<name>overlay_bias</name>
<type>float</type>
<value>
<use>overlay_bias</use>
</value>
</uniform>
<uniform>
<name>overlay_alpha</name>
<type>float</type>
<value>
<use>overlay_alpha</use>
</value>
</uniform>
<uniform>
<name>base_layer_magnification</name>
<type>float</type>
<value>
<use>base_layer_magnification</use>
</value>
</uniform>
<uniform>
<name>overlay_layer_magnification</name>
<type>float</type>
<value>
<use>overlay_layer_magnification</use>
</value>
</uniform>
<uniform>
<name>grain_layer_magnification</name>
<type>float</type>
<value>
<use>grain_layer_magnification</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>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>season</name>
<type>float</type>
<value>
<use>season</use>
</value>
</uniform>
<!-- secondary lights -->
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value>
<use>view_pitch_offset</use>
</value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value>
<use>view_heading_offset</use>
</value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value>
<use>view_fov</use>
</value>
</uniform>
<uniform>
<name>landing_light1_offset</name>
<type>float</type>
<value>
<use>landing_light1_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light2_offset</name>
<type>float</type>
<value>
<use>landing_light2_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light3_offset</name>
<type>float</type>
<value>
<use>landing_light3_offset</use>
</value>
</uniform>
<!-- filtering -->
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<!-- cloud shadows -->
<uniform>
<name>cloudpos1_x</name>
<type>float</type>
<value>
<use>cloudpos1_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos1_y</name>
<type>float</type>
<value>
<use>cloudpos1_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos2_x</name>
<type>float</type>
<value>
<use>cloudpos2_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos2_y</name>
<type>float</type>
<value>
<use>cloudpos2_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos3_x</name>
<type>float</type>
<value>
<use>cloudpos3_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos3_y</name>
<type>float</type>
<value>
<use>cloudpos3_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos4_x</name>
<type>float</type>
<value>
<use>cloudpos4_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos4_y</name>
<type>float</type>
<value>
<use>cloudpos4_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos5_x</name>
<type>float</type>
<value>
<use>cloudpos5_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos5_y</name>
<type>float</type>
<value>
<use>cloudpos5_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos6_x</name>
<type>float</type>
<value>
<use>cloudpos6_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos6_y</name>
<type>float</type>
<value>
<use>cloudpos6_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos7_x</name>
<type>float</type>
<value>
<use>cloudpos7_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos7_y</name>
<type>float</type>
<value>
<use>cloudpos7_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos8_x</name>
<type>float</type>
<value>
<use>cloudpos8_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos8_y</name>
<type>float</type>
<value>
<use>cloudpos8_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos9_x</name>
<type>float</type>
<value>
<use>cloudpos9_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos9_y</name>
<type>float</type>
<value>
<use>cloudpos9_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos10_x</name>
<type>float</type>
<value>
<use>cloudpos10_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos10_y</name>
<type>float</type>
<value>
<use>cloudpos10_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos11_x</name>
<type>float</type>
<value>
<use>cloudpos11_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos11_y</name>
<type>float</type>
<value>
<use>cloudpos11_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos12_x</name>
<type>float</type>
<value>
<use>cloudpos12_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos12_y</name>
<type>float</type>
<value>
<use>cloudpos12_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos13_x</name>
<type>float</type>
<value>
<use>cloudpos13_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos13_y</name>
<type>float</type>
<value>
<use>cloudpos13_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos14_x</name>
<type>float</type>
<value>
<use>cloudpos14_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos14_y</name>
<type>float</type>
<value>
<use>cloudpos14_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos15_x</name>
<type>float</type>
<value>
<use>cloudpos15_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos15_y</name>
<type>float</type>
<value>
<use>cloudpos15_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos16_x</name>
<type>float</type>
<value>
<use>cloudpos16_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos16_y</name>
<type>float</type>
<value>
<use>cloudpos16_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos17_x</name>
<type>float</type>
<value>
<use>cloudpos17_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos17_y</name>
<type>float</type>
<value>
<use>cloudpos17_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos18_x</name>
<type>float</type>
<value>
<use>cloudpos18_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos18_y</name>
<type>float</type>
<value>
<use>cloudpos18_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos19_x</name>
<type>float</type>
<value>
<use>cloudpos19_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos19_y</name>
<type>float</type>
<value>
<use>cloudpos19_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos20_x</name>
<type>float</type>
<value>
<use>cloudpos20_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos20_y</name>
<type>float</type>
<value>
<use>cloudpos20_y</use>
</value>
</uniform>
<uniform>
<name>cloud_shadow_flag</name>
<type>int</type>
<value>
<use>cloud_shadow_flag</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value>
<use>quality_level</use>
</value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value>
<use>tquality_level</use>
</value>
</uniform>
<uniform>
<name>use_overlay</name>
<type>int</type>
<value>
<use>use_overlay</use>
</value>
</uniform>
<uniform>
<name>use_grain</name>
<type>int</type>
<value>
<use>use_grain</use>
</value>
</uniform>
<uniform>
<name>use_color_overlay</name>
<type>int</type>
<value>
<use>use_color_overlay</use>
</value>
</uniform>
<uniform>
<name>use_searchlight</name>
<type>int</type>
<value>
<use>use_searchlight</use>
</value>
</uniform>
<uniform>
<name>use_landing_light</name>
<type>int</type>
<value>
<use>use_landing_light</use>
</value>
</uniform>
<uniform>
<name>use_alt_landing_light</name>
<type>int</type>
<value>
<use>use_alt_landing_light</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<uniform>
<name>raise_vertex</name>
<type>bool</type>
<value>
<use>raise_vertex</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>overlay_texture</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>grain_texture</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value>
<!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<!-- BEGIN shadows include -->
<uniform>
<name>shadow_tex</name>
<type>sampler-2d</type>
<value type="int">10</value>
</uniform>
<uniform>
<name>shadows_enabled</name>
<type>bool</type>
<value>
<use>shadows_enabled</use>
</value>
</uniform>
<uniform>
<name>sun_atlas_size</name>
<type>int</type>
<value>
<use>sun_atlas_size</use>
</value>
</uniform>
<!-- END shadows include -->
<depth>
<function>lequal</function>
<write-mask type="bool">false</write-mask>
</depth>
</pass>
</technique>
</PropertyList>

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@ -1,235 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/birdswarm</name>
<parameters>
<texture n="0">
<image>Models/Effects/Birds/birds_in_flight.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<color_base_r type="float">0.9</color_base_r>
<color_base_g type="float">0.8</color_base_g>
<color_base_b type="float">0.82</color_base_b>
<color_alt_r type="float">0.7</color_alt_r>
<color_alt_g type="float">0.3</color_alt_g>
<color_alt_b type="float">0.25</color_alt_b>
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<terrain_alt>
<use>/environment/mean-terrain-elevation-m</use>
</terrain_alt>
<eye_alt>
<use>/sim/rendering/eye-altitude-m</use>
</eye_alt>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
</parameters>
<technique n="19">
<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>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</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>
<depth>
<write-mask>false</write-mask>
</depth>
<vertex-program-two-side>false</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/birds.vert</vertex-shader>
<fragment-shader>Shaders/ALS/birds.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
</program>
<uniform>
<name>color_base_r</name>
<type>float</type>
<value>
<use>color_base_r</use>
</value>
</uniform>
<uniform>
<name>color_base_g</name>
<type>float</type>
<value>
<use>color_base_g</use>
</value>
</uniform>
<uniform>
<name>color_base_b</name>
<type>float</type>
<value>
<use>color_base_b</use>
</value>
</uniform>
<uniform>
<name>color_alt_r</name>
<type>float</type>
<value>
<use>color_alt_r</use>
</value>
</uniform>
<uniform>
<name>color_alt_g</name>
<type>float</type>
<value>
<use>color_alt_g</use>
</value>
</uniform>
<uniform>
<name>color_alt_b</name>
<type>float</type>
<value>
<use>color_alt_b</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value>
<use>eye_alt</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
</pass>
</technique>
</PropertyList>

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@ -1,407 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/building</name>
<inherits-from>Effects/model-combined-deferred</inherits-from>
<parameters>
<texture n="0">
<type>2d</type>
<image>Textures/buildings.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>clamp</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<!-- Normal Map -->
<normalmap-enabled type="int"> 1 </normalmap-enabled>
<normalmap-dds type="int"> 0 </normalmap-dds>
<normalmap-tiling type="float"> 1.0 </normalmap-tiling>
<texture n="2">
<image>Textures/buildings-normalmap_orig.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>clamp</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<!-- Light Map -->
<texture n="3">
<image>Textures/buildings-lightmap.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<lightmap-enabled type="int"> 1 </lightmap-enabled>
<lightmap-multi type="int"> 0 </lightmap-multi>
<lightmap-factor type="float" n="0">
<use>/sim/time/sun-angle-rad</use>
</lightmap-factor>
<lightmap-color type="vec3d" n="0"> 0.3 0.3 0.3 </lightmap-color>
<!--<lightmap-factor type="float" n="1">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="2">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="3">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>-->
<!-- Reflection -->
<reflection-enabled type="int"> 1 </reflection-enabled>
<reflect-map-enabled type="int"> 1 </reflect-map-enabled>
<reflection-correction type="float"> -0.15 </reflection-correction>
<reflection-dynamic type="int"> 0 </reflection-dynamic>
<reflection-fresnel type="float"> 0.0 </reflection-fresnel>
<reflection-rainbow type="float"> 0.0 </reflection-rainbow>
<reflection-noise type="float"> 0.0 </reflection-noise>
<texture n= "5" >
<type>cubemap</type>
<images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/buildings/N.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/buildings/S.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/buildings/W.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/buildings/E.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/buildings/U.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/buildings/D.png</negative-z>
</images>
</texture>
<!--Ambient correction -->
<ambient-correction type="float"> 0.0 </ambient-correction>
<dirt-enabled type="int"> 0 </dirt-enabled>
<dirt-color type="vec3d"> 0.0 0.0 0.0 </dirt-color>
<dirt-factor type="float"> 0.0 </dirt-factor>
<material>
<active>true</active>
<color-mode-uniform>1</color-mode-uniform>
<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
<shininess>0.1</shininess>
<color-mode>ambient-and-diffuse</color-mode>
<color-mode-uniform>ambient-and-diffuse</color-mode-uniform>
<!-- DIFFUSE -->
</material>
<material-id>0</material-id>
<blend>
<active>0</active>
<source>0</source>
<destination>0</destination>
</blend>
<shade-model>flat</shade-model>
<cull-face>back</cull-face>
<rendering-hint>opaque</rendering-hint>
<!-- fog include for atmospheric scattering-->
<visibility><use>/environment/ground-visibility-m</use></visibility>
<avisibility><use>/environment/visibility-m</use></avisibility>
<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
<scattering><use>/rendering/scene/scattering</use></scattering>
<ground_scattering><use>/environment/surface/scattering</use></ground_scattering>
<terminator><use>/environment/terminator-relative-position-m</use></terminator>
<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
<overcast><use>/rendering/scene/overcast</use></overcast>
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
<snow_level><use>/environment/snow-level-m</use></snow_level>
<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
<fogstructure><use>/environment/fog-structure</use></fogstructure>
<delta_T><use>/environment/surface/delta-T-structure</use></delta_T>
<!-- END fog include -->
<building-flag type="int">1</building-flag>
</parameters>
<technique n="7">
<!-- Atmospheric scattering technique with
/sim/rendering/shaders/quality-level > 0
/sim/rendering/shaders/model> 0
-->
<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>
<attribute>
<name>instancePosition</name>
<index>10</index>
</attribute>
<attribute>
<name>instanceScale</name>
<index>11</index>
</attribute>
<attribute>
<name>attrib1</name>
<index>12</index>
</attribute>
<attribute>
<name>attrib2</name>
<index>13</index>
</attribute>
</program>
</pass>
</technique>
<technique n="19">
<!-- Base Atmospheric scattering technique -->
<pass>
<program>
<vertex-shader>Shaders/ALS/building-default.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>
<name>instancePosition</name>
<index>10</index>
</attribute>
<attribute>
<name>instanceScale</name>
<index>11</index>
</attribute>
<attribute>
<name>attrib1</name>
<index>12</index>
</attribute>
<attribute>
<name>attrib2</name>
<index>13</index>
</attribute>
</program>
</pass>
</technique>
<technique n="4">
<!-- Non-ALS. Model shader > 0 , quality > 0 -->
<pass>
<material>
<active>true</active>
<color-mode-uniform>1</color-mode-uniform>
<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
<shininess>0.1</shininess>
<color-mode>ambient-and-diffuse</color-mode>
<color-mode-uniform>ambient-and-diffuse</color-mode-uniform>
</material>
<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 n="0">
<vertex-shader n="0">Shaders/Default/building-ubershader.vert</vertex-shader>
<attribute>
<name>instancePosition</name>
<index>10</index>
</attribute>
<attribute>
<name>instanceScale</name>
<index>11</index>
</attribute>
<attribute>
<name>attrib1</name>
<index>12</index>
</attribute>
<attribute>
<name>attrib2</name>
<index>13</index>
</attribute>
</program>
</pass>
</technique>
<technique n="8">
<!-- Generic shaders, quality > 0 -->
<pass>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program n="0">
<vertex-shader n="1">Shaders/Default/building-default.vert</vertex-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<!--fog include-->
<fragment-shader n="1">Shaders/Default/default.frag</fragment-shader>
<attribute>
<name>instancePosition</name>
<index>10</index>
</attribute>
<attribute>
<name>instanceScale</name>
<index>11</index>
</attribute>
<attribute>
<name>attrib1</name>
<index>12</index>
</attribute>
<attribute>
<name>attrib2</name>
<index>13</index>
</attribute>
</program>
</pass>
</technique>
<technique n="9">
<!-- Fallback - no predicate -->
<pass>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<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>off</color-mode>
</material>
<render-bin>
<bin-number>2</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program n="0">
<vertex-shader n="0">Shaders/Default/building-default.vert</vertex-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<!--fog include-->
<fragment-shader n="1">Shaders/Default/default.frag</fragment-shader>
<attribute>
<name>instancePosition</name>
<index>10</index>
</attribute>
<attribute>
<name>instanceScale</name>
<index>11</index>
</attribute>
<attribute>
<name>attrib1</name>
<index>12</index>
</attribute>
<attribute>
<name>attrib2</name>
<index>13</index>
</attribute>
</program>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>dataBuffer</name>
<type>sampler-1d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

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@ -1,5 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/bumpspec</name>
<inherits-from>Effects/model-default</inherits-from>
</PropertyList>

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@ -1,125 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/chrome</name>
<parameters>
<texture n ="0">
<type>transparent</type>
</texture>
<chrome-light><use>/rendering/scene/chrome-light</use></chrome-light>
</parameters>
<technique n="9">
<pass>
<lighting>false</lighting>
<blend>
<active><use>blend/active</use></active>
<source><use>blend/source</use></source>
<destination><use>blend/destination</use></destination>
</blend>
<shade-model><use>shade-model</use></shade-model>
<cull-face><use>cull-face</use></cull-face>
<rendering-hint><use>rendering-hint</use></rendering-hint>
<texture-unit>
<unit>0</unit>
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<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>
-->
<texenv-combine>
<combine-rgb>modulate</combine-rgb>
<source0-rgb>constant</source0-rgb>
<operand0-rgb>src-color</operand0-rgb>
<source1-rgb>texture1</source1-rgb>
<operand1-rgb>src-color</operand1-rgb>
<constant-color><use>chrome-light</use></constant-color>
</texenv-combine>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image><use>chrome-texture</use></image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<texenv-combine>
<combine-rgb>interpolate</combine-rgb>
<source0-rgb>texture0</source0-rgb>
<operand0-rgb>src-color</operand0-rgb>
<source1-rgb>previous</source1-rgb>
<operand1-rgb>src-color</operand1-rgb>
<source2-rgb>texture0</source2-rgb>
<operand2-rgb>src-alpha</operand2-rgb>
<!-- Are these used for anything? -->
<combine-alpha>replace</combine-alpha>
<source0-alpha>texture1</source0-alpha>
<operand0-alpha>src-alpha</operand0-alpha>
</texenv-combine>
<texgen>
<mode>sphere-map</mode>
</texgen>
</texture-unit>
</pass>
</technique>
<technique n="19">
<scheme>als-lighting</scheme>
<pass>
<lighting>false</lighting>
<blend>
<active><use>blend/active</use></active>
<source><use>blend/source</use></source>
<destination><use>blend/destination</use></destination>
</blend>
<shade-model><use>shade-model</use></shade-model>
<cull-face><use>cull-face</use></cull-face>
<rendering-hint><use>rendering-hint</use></rendering-hint>
<texture-unit>
<unit>0</unit>
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<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>
-->
<texenv-combine>
<combine-rgb>modulate</combine-rgb>
<source0-rgb>constant</source0-rgb>
<operand0-rgb>src-color</operand0-rgb>
<source1-rgb>texture1</source1-rgb>
<operand1-rgb>src-color</operand1-rgb>
<constant-color><use>chrome-light</use></constant-color>
</texenv-combine>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image><use>chrome-texture</use></image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<texenv-combine>
<combine-rgb>interpolate</combine-rgb>
<source0-rgb>texture0</source0-rgb>
<operand0-rgb>src-color</operand0-rgb>
<source1-rgb>previous</source1-rgb>
<operand1-rgb>src-color</operand1-rgb>
<source2-rgb>texture0</source2-rgb>
<operand2-rgb>src-alpha</operand2-rgb>
<!-- Are these used for anything? -->
<combine-alpha>replace</combine-alpha>
<source0-alpha>texture1</source0-alpha>
<operand0-alpha>src-alpha</operand0-alpha>
</texenv-combine>
<texgen>
<mode>sphere-map</mode>
</texgen>
</texture-unit>
</pass>
</technique>
</PropertyList>

View file

@ -1,460 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/chute</name>
<inherits-from>Effects/model-default</inherits-from>
<parameters>
<chute_force>1.0</chute_force>
<chute_projection_z>0.0</chute_projection_z>
<chute_fold>0.0</chute_fold>
<chute_bend>0.0</chute_bend>
<!-- END fog include -->
</parameters>
<technique n="18">
<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>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<render-bin>
<bin-number>10</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/chute.vert</vertex-shader>
<fragment-shader>Shaders/ALS/model-base.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>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>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>chute_force</name>
<type>float</type>
<value>
<use>chute_force</use>
</value>
</uniform>
<uniform>
<name>chute_fold</name>
<type>float</type>
<value>
<use>chute_fold</use>
</value>
</uniform>
<uniform>
<name>chute_bend</name>
<type>float</type>
<value>
<use>chute_bend</use>
</value>
</uniform>
<uniform>
<name>chute_projection_z</name>
<type>float</type>
<value>
<use>chute_projection_z</use>
</value>
</uniform>
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value>
<use>view_pitch_offset</use>
</value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value>
<use>view_heading_offset</use>
</value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value>
<use>view_fov</use>
</value>
</uniform>
<uniform>
<name>landing_light1_offset</name>
<type>float</type>
<value>
<use>landing_light1_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light2_offset</name>
<type>float</type>
<value>
<use>landing_light2_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light3_offset</name>
<type>float</type>
<value>
<use>landing_light3_offset</use>
</value>
</uniform>
<uniform>
<name>geo_light_r</name>
<type>float</type>
<value>
<use>geo_light_r</use>
</value>
</uniform>
<uniform>
<name>geo_light_g</name>
<type>float</type>
<value>
<use>geo_light_g</use>
</value>
</uniform>
<uniform>
<name>geo_light_b</name>
<type>float</type>
<value>
<use>geo_light_b</use>
</value>
</uniform>
<uniform>
<name>geo_light_x</name>
<type>float</type>
<value>
<use>geo_light_x</use>
</value>
</uniform>
<uniform>
<name>geo_light_y</name>
<type>float</type>
<value>
<use>geo_light_y</use>
</value>
</uniform>
<uniform>
<name>geo_light_z</name>
<type>float</type>
<value>
<use>geo_light_z</use>
</value>
</uniform>
<uniform>
<name>geo_light_radius</name>
<type>float</type>
<value>
<use>geo_light_radius</use>
</value>
</uniform>
<uniform>
<name>geo_ambience</name>
<type>float</type>
<value>
<use>geo_ambience</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
<uniform>
<name>use_searchlight</name>
<type>int</type>
<value>
<use>use_searchlight</use>
</value>
</uniform>
<uniform>
<name>use_landing_light</name>
<type>int</type>
<value>
<use>use_landing_light</use>
</value>
</uniform>
<uniform>
<name>use_alt_landing_light</name>
<type>int</type>
<value>
<use>use_alt_landing_light</use>
</value>
</uniform>
<uniform>
<name>use_geo_light</name>
<type>int</type>
<value>
<use>use_geo_light</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value>
<use>quality_level</use>
</value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value>
<use>tquality_level</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

View file

@ -1,35 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/cityLM</name>
<inherits-from>Effects/model-combined-deferred</inherits-from>
<parameters>
<!-- Light Map -->
<lightmap-enabled type="int">1</lightmap-enabled>
<lightmap-multi type="int">1</lightmap-multi>
<texture n="3">
<image>/Textures/osm2city/atlas_facades_LM.png</image>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
</texture>
<lightmap-factor type="float" n="0">
<use>/environment/lightmap-factor</use>
</lightmap-factor>
<lightmap-color type="vec3d" n="0"> 1. 0.88 0.6 </lightmap-color>
<lightmap-factor type="float" n="1">
<use>/scenery/osm2city/lightmap-factor</use>
</lightmap-factor>
<!--
<lightmap-color type="vec3d" n="1"> 0.941 0.682 0.086 </lightmap-color>
<lightmap-color type="vec3d" n="1"> 0.941 0.682 0.286 </lightmap-color>
-->
<lightmap-color type="vec3d" n="1"> 0.564 0.409 0.172 </lightmap-color>
<lightmap-factor type="float" n="2">0</lightmap-factor>
<lightmap-factor type="float" n="3">0</lightmap-factor>
<snow-enabled type="int">1</snow-enabled>
<building-flag type="int">1</building-flag>
<!--
<lightmap-factor type="float" n="3">1</lightmap-factor>
<lightmap-color type="vec3d" n="3"> 1 1 1 </lightmap-color>
-->
</parameters>
</PropertyList>

View file

@ -1,791 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/cliffs</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<!-- red rock with pronounced cracks -->
<base-color type="vec3d">0.71 0.49 0.40</base-color>
<overlay-color type="vec3d">0.42 0.38 0.37</overlay-color>
<overlay-alpha type="float">0.4</overlay-alpha>
<overlay-bias type="float">0.0</overlay-bias>
<contrast type="float">1.0</contrast>
<crack-depth type="float">0.6</crack-depth>
<crack-pattern-stretch type="float">7.0</crack-pattern-stretch>
<rock-brightness type="float">0.8</rock-brightness>
<grain-fade-power type="float">1.0</grain-fade-power>
<rock_strata>0</rock_strata>
<!-- dark grey rock with pronounced grain -->
<!--<base-color type="vec3d">0.85 0.83 0.81</base-color>
<overlay-bias type="float">0.0</overlay-bias>
<contrast type="float">1.0</contrast>
<crack-depth type="float">0.3</crack-depth>
<crack-pattern-stretch type="float">3.0</crack-pattern-stretch>
<rock-brightness type="float">0.8</rock-brightness>
<grain-fade-power type="float">1.1</grain-fade-power>
<rock_strata>0</rock_strata>-->
<!-- red rock with slight crack pattern -->
<!--<base-color type="vec3d">0.85 0.53 0.31</base-color>
<overlay-color type="vec3d">0.9 0.95 0.94</overlay-color>
<overlay-alpha type="float">0.1</overlay-alpha>
<overlay-bias type="float">0.0</overlay-bias>
<contrast type="float">0.6</contrast>
<crack-depth type="float">0.3</crack-depth>
<crack-pattern-stretch type="float">8.0</crack-pattern-stretch>
<rock-brightness type="float">1.3</rock-brightness>
<grain-fade-power type="float">1.3</grain-fade-power>
<rock_strata>0</rock_strata>-->
</parameters>
<technique n="16">
<scheme>als-lighting</scheme>
<predicate>
<and>
<and>
<less-equal>
<value type="float">6.0</value>
<float-property>/sim/rendering/shaders/landmass</float-property>
</less-equal>
<less-equal>
<value type="float">6.0</value>
<float-property>/sim/rendering/shaders/transition</float-property>
</less-equal>
</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>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</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>
<program>
<vertex-shader>Shaders/ALS/terrain-ultra.vert</vertex-shader>
<vertex-shader>Shaders/ALS/filters.vert</vertex-shader>
<fragment-shader>Shaders/ALS/cliffs.frag</fragment-shader>
<fragment-shader>Shaders/ALS/cloud-shadowfunc.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<uniform>
<name>intrinsic_wetness</name>
<type>float</type>
<value>
<use>intrinsic_wetness</use>
</value>
</uniform>
<uniform>
<name>slopeline_strength</name>
<type>float</type>
<value>
<use>slopeline_strength</use>
</value>
</uniform>
<uniform>
<name>rock_strata</name>
<type>int</type>
<value>
<use>rock_strata</use>
</value>
</uniform>
<uniform>
<name>transition_model</name>
<type>float</type>
<value>
<use>transition_model</use>
</value>
</uniform>
<uniform>
<name>overlay_bias</name>
<type>float</type>
<value>
<use>overlay-bias</use>
</value>
</uniform>
<uniform>
<name>crack_depth</name>
<type>float</type>
<value>
<use>crack-depth</use>
</value>
</uniform>
<uniform>
<name>crack_pattern_stretch</name>
<type>float</type>
<value>
<use>crack-pattern-stretch</use>
</value>
</uniform>
<uniform>
<name>grain_fade_power</name>
<type>float</type>
<value>
<use>grain-fade-power</use>
</value>
</uniform>
<uniform>
<name>rock_brightness</name>
<type>float</type>
<value>
<use>rock-brightness</use>
</value>
</uniform>
<uniform>
<name>dust_resistance</name>
<type>float</type>
<value>
<use>dust_resistance</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>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>eye_lat</name>
<type>float</type>
<value>
<use>eye_lat</use>
</value>
</uniform>
<uniform>
<name>eye_lon</name>
<type>float</type>
<value>
<use>eye_lon</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow_level</use>
</value>
</uniform>
<uniform>
<name>snow_thickness_factor</name>
<type>float</type>
<value>
<use>snow_thickness_factor</use>
</value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
<value>
<use>dust_cover_factor</use>
</value>
</uniform>
<uniform>
<name>lichen_cover_factor</name>
<type>float</type>
<value>
<use>lichen_cover_factor</use>
</value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value>
<use>wetness</use>
</value>
</uniform>
<uniform>
<name>fogstructure</name>
<type>float</type>
<value>
<use>fogstructure</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>contrast</name>
<type>float</type>
<value>
<use>contrast</use>
</value>
</uniform>
<uniform>
<name>overlay_alpha</name>
<type>float</type>
<value>
<use>overlay-alpha</use>
</value>
</uniform>
<uniform>
<name>base_color</name>
<type>float-vec3</type>
<value>
<use>base-color</use>
</value>
</uniform>
<uniform>
<name>overlay_color</name>
<type>float-vec3</type>
<value>
<use>overlay-color</use>
</value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value>
<use>view_pitch_offset</use>
</value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value>
<use>view_heading_offset</use>
</value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value>
<use>view_fov</use>
</value>
</uniform>
<uniform>
<name>landing_light1_offset</name>
<type>float</type>
<value>
<use>landing_light1_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light2_offset</name>
<type>float</type>
<value>
<use>landing_light2_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light3_offset</name>
<type>float</type>
<value>
<use>landing_light3_offset</use>
</value>
</uniform>
<!-- filtering -->
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<!-- cloud shadows -->
<uniform>
<name>cloudpos1_x</name>
<type>float</type>
<value>
<use>cloudpos1_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos1_y</name>
<type>float</type>
<value>
<use>cloudpos1_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos2_x</name>
<type>float</type>
<value>
<use>cloudpos2_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos2_y</name>
<type>float</type>
<value>
<use>cloudpos2_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos3_x</name>
<type>float</type>
<value>
<use>cloudpos3_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos3_y</name>
<type>float</type>
<value>
<use>cloudpos3_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos4_x</name>
<type>float</type>
<value>
<use>cloudpos4_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos4_y</name>
<type>float</type>
<value>
<use>cloudpos4_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos5_x</name>
<type>float</type>
<value>
<use>cloudpos5_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos5_y</name>
<type>float</type>
<value>
<use>cloudpos5_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos6_x</name>
<type>float</type>
<value>
<use>cloudpos6_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos6_y</name>
<type>float</type>
<value>
<use>cloudpos6_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos7_x</name>
<type>float</type>
<value>
<use>cloudpos7_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos7_y</name>
<type>float</type>
<value>
<use>cloudpos7_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos8_x</name>
<type>float</type>
<value>
<use>cloudpos8_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos8_y</name>
<type>float</type>
<value>
<use>cloudpos8_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos9_x</name>
<type>float</type>
<value>
<use>cloudpos9_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos9_y</name>
<type>float</type>
<value>
<use>cloudpos9_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos10_x</name>
<type>float</type>
<value>
<use>cloudpos10_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos10_y</name>
<type>float</type>
<value>
<use>cloudpos10_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos11_x</name>
<type>float</type>
<value>
<use>cloudpos11_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos11_y</name>
<type>float</type>
<value>
<use>cloudpos11_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos12_x</name>
<type>float</type>
<value>
<use>cloudpos12_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos12_y</name>
<type>float</type>
<value>
<use>cloudpos12_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos13_x</name>
<type>float</type>
<value>
<use>cloudpos13_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos13_y</name>
<type>float</type>
<value>
<use>cloudpos13_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos14_x</name>
<type>float</type>
<value>
<use>cloudpos14_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos14_y</name>
<type>float</type>
<value>
<use>cloudpos14_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos15_x</name>
<type>float</type>
<value>
<use>cloudpos15_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos15_y</name>
<type>float</type>
<value>
<use>cloudpos15_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos16_x</name>
<type>float</type>
<value>
<use>cloudpos16_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos16_y</name>
<type>float</type>
<value>
<use>cloudpos16_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos17_x</name>
<type>float</type>
<value>
<use>cloudpos17_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos17_y</name>
<type>float</type>
<value>
<use>cloudpos17_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos18_x</name>
<type>float</type>
<value>
<use>cloudpos18_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos18_y</name>
<type>float</type>
<value>
<use>cloudpos18_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos19_x</name>
<type>float</type>
<value>
<use>cloudpos19_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos19_y</name>
<type>float</type>
<value>
<use>cloudpos19_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos20_x</name>
<type>float</type>
<value>
<use>cloudpos20_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos20_y</name>
<type>float</type>
<value>
<use>cloudpos20_y</use>
</value>
</uniform>
<uniform>
<name>use_searchlight</name>
<type>int</type>
<value>
<use>use_searchlight</use>
</value>
</uniform>
<uniform>
<name>use_landing_light</name>
<type>int</type>
<value>
<use>use_landing_light</use>
</value>
</uniform>
<uniform>
<name>use_alt_landing_light</name>
<type>int</type>
<value>
<use>use_alt_landing_light</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<uniform>
<name>wind_effects</name>
<type>int</type>
<value>
<use>wind_effects</use>
</value>
</uniform>
<uniform>
<name>cloud_shadow_flag</name>
<type>int</type>
<value>
<use>cloud_shadow_flag</use>
</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>

View file

@ -1,328 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/cloud-impostor</name>
<parameters>
<texture n="0">
</texture>
<range>
<use>/sim/rendering/clouds3d-vis-range</use>
</range>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<altitude>
<use>/sim/rendering/eye-altitude-m</use>
</altitude>
<cloud_self_shading>
<use>/environment/cloud-self-shading</use>
</cloud_self_shading>
<moonlight>
<use>/environment/moonlight</use>
</moonlight>
<air_pollution>
<use>/environment/air-pollution-norm</use>
</air_pollution>
<visibility>
<use>/environment/visibility-m</use>
</visibility>
<use_filtering>
<use>/sim/rendering/als-filters/use-filtering</use>
</use_filtering>
<gamma>
<use>/sim/rendering/als-filters/gamma</use>
</gamma>
<brightness>
<use>/sim/rendering/als-filters/brightness</use>
</brightness>
<delta_T>
<use>/environment/surface/delta-T-cloud</use>
</delta_T>
<fact_grey>
<use>/sim/rendering/als-filters/grey-factor</use>
</fact_grey>
<fact_black>
<use>/sim/rendering/als-filters/black-factor</use>
</fact_black>
<use_night_vision>
<use>/sim/rendering/als-filters/use-night-vision</use>
</use_night_vision>
<use_IR_vision>
<use>/sim/rendering/als-filters/use-IR-vision</use>
</use_IR_vision>
<display_xsize>
<use>/sim/startup/xsize</use>
</display_xsize>
<display_ysize>
<use>/sim/startup/ysize</use>
</display_ysize>
</parameters>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/clouds3d-enable</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>9</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/Default/cloud-static.vert</vertex-shader>
<fragment-shader>Shaders/Default/cloud-static.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>altitude</name>
<type>float</type>
<value>
<use>altitude</use>
</value>
</uniform>
<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>
<technique n="19">
<scheme>als-lighting</scheme>
<predicate>
<and>
<property>/sim/rendering/clouds3d-enable</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>9</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/ALS/cloud-impostor.vert</vertex-shader>
<vertex-shader>Shaders/ALS/filters.vert</vertex-shader>
<fragment-shader>Shaders/ALS/cloud-static.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>range</name>
<type>float</type>
<value>
<use>range</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>altitude</name>
<type>float</type>
<value>
<use>altitude</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>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>
</PropertyList>

View file

@ -1,151 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/cloud-models</name>
<parameters>
<texture n="0">
<type>white</type>
</texture>
</parameters>
<!--
<technique n="10">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</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>
<active><use>material/active</use></active>
<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><use>material/color-mode</use></color-mode>
</material>
<blend>
<active><use>blend/active</use></active>
<source><use>blend/source</use></source>
<destination><use>blend/destination</use></destination>
</blend>
<shade-model><use>shade-model</use></shade-model>
<cull-face><use>cull-face</use></cull-face>
<rendering-hint><use>rendering-hint</use></rendering-hint>
<texture-unit> -->
<!-- The texture unit is always active because the shaders expect
that. -->
<!--<unit>0</unit>-->
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<!--<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<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/model-cloud.vert</vertex-shader>
<fragment-shader>Shaders/Default/default.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value></uniform>
</pass>
</technique>-->
<technique n="9">
<pass>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<active>
<use>texture[0]/active</use>
</active>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
-->
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
</pass>
</technique>
</PropertyList>

View file

@ -1,196 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/cloud-noctilucent</name>
<parameters>
<texture n="0">
</texture>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<altitude>
<use>/sim/rendering/eye-altitude-m</use>
</altitude>
<cloud_self_shading>
<use>/environment/cloud-self-shading</use>
</cloud_self_shading>
<moonlight>
<use>/environment/moonlight</use>
</moonlight>
</parameters>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/clouds3d-enable</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>9</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/Default/cloud-static.vert</vertex-shader>
<fragment-shader>Shaders/Default/cloud-static.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>altitude</name>
<type>float</type>
<value>
<use>altitude</use>
</value>
</uniform>
<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>
<technique n="19">
<scheme>als-lighting</scheme>
<predicate>
<and>
<property>/sim/rendering/clouds3d-enable</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>9</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/ALS/cloud-noctilucent.vert</vertex-shader>
<vertex-shader>Shaders/ALS/filters.vert</vertex-shader>
<fragment-shader>Shaders/ALS/cloud-static.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>altitude</name>
<type>float</type>
<value>
<use>altitude</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>
<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>
</PropertyList>

View file

@ -1,489 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/cloud-static</name>
<parameters>
<texture n="0">
</texture>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<altitude>
<use>/sim/rendering/eye-altitude-m</use>
</altitude>
<cloud_self_shading>
<use>/environment/cloud-self-shading</use>
</cloud_self_shading>
<moonlight>
<use>/environment/moonlight</use>
</moonlight>
<ring-factor>
<use>/environment/scattering-phenomena/ring-factor</use>
</ring-factor>
<rainbow-factor>
<use>/environment/scattering-phenomena/rainbow-factor</use>
</rainbow-factor>
<use_filtering>
<use>/sim/rendering/als-filters/use-filtering</use>
</use_filtering>
<gamma>
<use>/sim/rendering/als-filters/gamma</use>
</gamma>
<brightness>
<use>/sim/rendering/als-filters/brightness</use>
</brightness>
<delta_T>
<use>/environment/surface/delta-T-cloud</use>
</delta_T>
<fact_grey>
<use>/sim/rendering/als-filters/grey-factor</use>
</fact_grey>
<fact_black>
<use>/sim/rendering/als-filters/black-factor</use>
</fact_black>
<use_night_vision>
<use>/sim/rendering/als-filters/use-night-vision</use>
</use_night_vision>
<use_IR_vision>
<use>/sim/rendering/als-filters/use-IR-vision</use>
</use_IR_vision>
<display_xsize>
<use>/sim/startup/xsize</use>
</display_xsize>
<display_ysize>
<use>/sim/startup/ysize</use>
</display_ysize>
</parameters>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/clouds3d-enable</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>9</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/Default/cloud-static.vert</vertex-shader>
<fragment-shader>Shaders/Default/cloud-static.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>altitude</name>
<type>float</type>
<value>
<use>altitude</use>
</value>
</uniform>
<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>
<technique n="18">
<scheme>als-lighting</scheme>
<predicate>
<and>
<property>/sim/rendering/clouds3d-enable</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
<less-equal>
<value type="float">1.0</value>
<float-property>/sim/rendering/shaders/clouds</float-property>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>9</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/ALS/cloud-static-detailed.vert</vertex-shader>
<fragment-shader>Shaders/ALS/cloud-static-detailed.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>altitude</name>
<type>float</type>
<value>
<use>altitude</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>ring_factor</name>
<type>float</type>
<value>
<use>ring-factor</use>
</value>
</uniform>
<uniform>
<name>rainbow_factor</name>
<type>float</type>
<value>
<use>rainbow-factor</use>
</value>
</uniform>
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>
<technique n="19">
<scheme>als-lighting</scheme>
<predicate>
<and>
<property>/sim/rendering/clouds3d-enable</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>9</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/ALS/cloud-static.vert</vertex-shader>
<vertex-shader>Shaders/ALS/filters.vert</vertex-shader>
<fragment-shader>Shaders/ALS/cloud-static.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>altitude</name>
<type>float</type>
<value>
<use>altitude</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>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>
</PropertyList>

View file

@ -1,629 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/cloud</name>
<parameters>
<texture n="0">
</texture>
<range>
<use>/sim/rendering/clouds3d-vis-range</use>
</range>
<detail>
<use>/sim/rendering/clouds3d-detail-range</use>
</detail>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<altitude>
<use>/sim/rendering/eye-altitude-m</use>
</altitude>
<cloud_self_shading>
<use>/environment/cloud-self-shading</use>
</cloud_self_shading>
<moonlight>
<use>/environment/moonlight</use>
</moonlight>
<air_pollution>
<use>/environment/air-pollution-norm</use>
</air_pollution>
<visibility>
<use>/environment/visibility-m</use>
</visibility>
<flash>
<use>/environment/lightning/flash</use>
</flash>
<lightning-pos-x>
<use>/environment/lightning/lightning-pos-x</use>
</lightning-pos-x>
<lightning-pos-y>
<use>/environment/lightning/lightning-pos-y</use>
</lightning-pos-y>
<lightning-range>
<use>/environment/lightning/lightning-range</use>
</lightning-range>
<use_filtering>
<use>/sim/rendering/als-filters/use-filtering</use>
</use_filtering>
<gamma>
<use>/sim/rendering/als-filters/gamma</use>
</gamma>
<brightness>
<use>/sim/rendering/als-filters/brightness</use>
</brightness>
<delta_T>
<use>/environment/surface/delta-T-cloud</use>
</delta_T>
<fact_grey>
<use>/sim/rendering/als-filters/grey-factor</use>
</fact_grey>
<fact_black>
<use>/sim/rendering/als-filters/black-factor</use>
</fact_black>
<use_night_vision>
<use>/sim/rendering/als-filters/use-night-vision</use>
</use_night_vision>
<use_IR_vision>
<use>/sim/rendering/als-filters/use-IR-vision</use>
</use_IR_vision>
<display_xsize>
<use>/sim/startup/xsize</use>
</display_xsize>
<display_ysize>
<use>/sim/startup/ysize</use>
</display_ysize>
</parameters>
<technique n="9">
<predicate>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>10</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>
<use>texture[0]/image</use>
</image>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture-unit>
<program>
<vertex-shader>Shaders/Default/3dcloud.vert</vertex-shader>
<fragment-shader>Shaders/Default/3dcloud.frag</fragment-shader>
<attribute>
<name>usrAttr1</name>
<index>10</index>
</attribute>
<attribute>
<name>usrAttr2</name>
<index>11</index>
</attribute>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>range</name>
<type>float</type>
<value>
<use>range</use>
</value>
</uniform>
<uniform>
<name>detail_range</name>
<type>float</type>
<value>
<use>detail</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>altitude</name>
<type>float</type>
<value>
<use>altitude</use>
</value>
</uniform>
<!--<vertex-program-two-side>true</vertex-program-two-side>-->
</pass>
</technique>
<technique n="18">
<scheme>als-lighting</scheme>
<predicate>
<and>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
<less-equal>
<value type="float">1.0</value>
<float-property>/sim/rendering/shaders/clouds</float-property>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>10</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>
<use>texture[0]/image</use>
</image>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture-unit>
<program>
<vertex-shader>Shaders/ALS/3dcloud-detailed.vert</vertex-shader>
<fragment-shader>Shaders/ALS/3dcloud-detailed.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<attribute>
<name>usrAttr1</name>
<index>10</index>
</attribute>
<attribute>
<name>usrAttr2</name>
<index>11</index>
</attribute>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>range</name>
<type>float</type>
<value>
<use>range</use>
</value>
</uniform>
<uniform>
<name>detail_range</name>
<type>float</type>
<value>
<use>detail</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>altitude</name>
<type>float</type>
<value>
<use>altitude</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>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>flash</name>
<type>float</type>
<value>
<use>flash</use>
</value>
</uniform>
<uniform>
<name>lightning_pos_x</name>
<type>float</type>
<value>
<use>lightning-pos-x</use>
</value>
</uniform>
<uniform>
<name>lightning_pos_y</name>
<type>float</type>
<value>
<use>lightning-pos-y</use>
</value>
</uniform>
<uniform>
<name>lightning_range</name>
<type>float</type>
<value>
<use>lightning-range</use>
</value>
</uniform>
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<!--<vertex-program-two-side>true</vertex-program-two-side>-->
</pass>
</technique>
<technique n="19">
<scheme>als-lighting</scheme>
<predicate>
<and>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>10</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>
<use>texture[0]/image</use>
</image>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture-unit>
<program>
<vertex-shader>Shaders/ALS/3dcloud.vert</vertex-shader>
<vertex-shader>Shaders/ALS/filters.vert</vertex-shader>
<fragment-shader>Shaders/ALS/3dcloud.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<attribute>
<name>usrAttr1</name>
<index>10</index>
</attribute>
<attribute>
<name>usrAttr2</name>
<index>11</index>
</attribute>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>range</name>
<type>float</type>
<value>
<use>range</use>
</value>
</uniform>
<uniform>
<name>detail_range</name>
<type>float</type>
<value>
<use>detail</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>altitude</name>
<type>float</type>
<value>
<use>altitude</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>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>flash</name>
<type>float</type>
<value>
<use>flash</use>
</value>
</uniform>
<uniform>
<name>lightning_pos_x</name>
<type>float</type>
<value>
<use>lightning-pos-x</use>
</value>
</uniform>
<uniform>
<name>lightning_pos_y</name>
<type>float</type>
<value>
<use>lightning-pos-y</use>
</value>
</uniform>
<uniform>
<name>lightning_range</name>
<type>float</type>
<value>
<use>lightning-range</use>
</value>
</uniform>
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<!--<vertex-program-two-side>true</vertex-program-two-side>-->
</pass>
</technique>
</PropertyList>

View file

@ -1,82 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/clouds-thin</name>
<parameters>
<texture n="0">
</texture>
</parameters>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>10</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/Default/clouds-box.vert</vertex-shader>
<fragment-shader>Shaders/Default/clouds-box.frag</fragment-shader>
<!--<attribute>
<name>usrAttr3</name>
<index>10</index>
</attribute>
<attribute>
<name>usrAttr4</name>
<index>11</index>
</attribute>-->
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<vertex-program-two-side>false</vertex-program-two-side>
</pass>
</technique>
</PropertyList>

View file

@ -1,74 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/clouds-layered</name>
<parameters>
<texture n="0">
</texture>
</parameters>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>10</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/Default/clouds-layered.vert</vertex-shader>
<fragment-shader>Shaders/Default/clouds-layered.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>
</PropertyList>

View file

@ -1,74 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/clouds-thick</name>
<parameters>
<texture n="0">
</texture>
</parameters>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>10</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/Default/clouds-thick.vert</vertex-shader>
<fragment-shader>Shaders/Default/clouds-thick.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<vertex-program-two-side>false</vertex-program-two-side>
</pass>
</technique>
</PropertyList>

View file

@ -1,82 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/clouds-thin</name>
<parameters>
<texture n="0">
</texture>
</parameters>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>10</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/Default/clouds-thin.vert</vertex-shader>
<fragment-shader>Shaders/Default/clouds-thin.frag</fragment-shader>
<!--<attribute>
<name>usrAttr3</name>
<index>10</index>
</attribute>
<attribute>
<name>usrAttr4</name>
<index>11</index>
</attribute>-->
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<vertex-program-two-side>false</vertex-program-two-side>
</pass>
</technique>
</PropertyList>

View file

@ -1,74 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/clouds-layered</name>
<parameters>
<texture n="0">
</texture>
</parameters>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>10</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/Default/clouds-thinlayer.vert</vertex-shader>
<fragment-shader>Shaders/Default/clouds-thinlayer.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>
</PropertyList>

View file

@ -1,153 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/crop</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="2">
<image>Textures/Terrain/crop.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="3">
<image>Textures/Terrain/crop-colors.png</image>
<type>1d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>mirror</wrap-s>
<internal-format>normalized</internal-format>
</texture>
<snow-level>
<use>/environment/snow-level-m</use>
</snow-level>
</parameters>
<technique n="7">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/crop</property>
<equal>
<value type="float">0.0</value>
<float-property>/sim/rendering/rembrandt/enabled</float-property>
</equal>
<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>
<!-- Use material values that are either inherited from the
terrain-default effect or supplied by an effect derived
from this one e.g., one created in the materials library. -->
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</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>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>
<use>texture[3]/type</use>
</type>
<image>
<use>texture[3]/image</use>
</image>
<filter>
<use>texture[3]/filter</use>
</filter>
<wrap-s>
<use>texture[3]/wrap-s</use>
</wrap-s>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader n="1">Shaders/Default/crop.vert</vertex-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/Default/crop.frag</fragment-shader>
</program>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>SampleTex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>ColorsTex</name>
<type>sampler-1d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

View file

@ -1,25 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/cropgrass</name>
<inherits-from>Effects/crop</inherits-from>
<parameters>
<texture n="2">
<image>Textures/Terrain/cropgrass.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="3">
<image>Textures/Terrain/cropgrass-colors.png</image>
<type>1d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>mirror</wrap-s>
<internal-format>normalized</internal-format>
</texture>
<snow-level>
<use>/environment/snow-level-m</use>
</snow-level>
</parameters>
</PropertyList>

View file

@ -1,928 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/dirt-runway</name>
<inherits-from>Effects/runway</inherits-from>
<parameters>
<texture n="16">
<image>Textures/Terrain/sand_hires_ochre.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="17">
<image>Textures/Terrain/airport_grass2.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="18">
<image>Textures/Terrain/grain_texture.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<strength_05m>0.5</strength_05m>
<strength_1m>0.5</strength_1m>
<strength_2m>0.0</strength_2m>
<strength_5m>0.0</strength_5m>
<strength_10m>0.0</strength_10m>
<filter_threshold>0.5</filter_threshold>
<filter_transition>0.2</filter_transition>
<relief_strength>1.0</relief_strength>
<bias_center>1</bias_center>
<bias_center_strength>0.3</bias_center_strength>
<size_base>100.0</size_base>
<size_overlay>30.0</size_overlay>
<size_grain>30.0</size_grain>
<grain_strength>1.0</grain_strength>
</parameters>
<technique n="15">
<scheme>als-lighting</scheme>
<predicate>
<and>
<or>
<less-equal>
<value type="float">4.0</value>
<float-property>/sim/rendering/shaders/landmass</float-property>
</less-equal>
<less-equal>
<value type="float">3.0</value>
<float-property>/sim/rendering/shaders/transition</float-property>
</less-equal>
</or>
<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>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</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>
<type>
<use>texture[16]/type</use>
</type>
<image>
<use>texture[16]/image</use>
</image>
<filter>
<use>texture[16]/filter</use>
</filter>
<wrap-s>
<use>texture[16]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[16]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[16]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type>
<use>texture[4]/type</use>
</type>
<image>
<use>texture[4]/image</use>
</image>
<filter>
<use>texture[4]/filter</use>
</filter>
<wrap-s>
<use>texture[4]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[4]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>5</unit>
<type>
<use>texture[17]/type</use>
</type>
<image>
<use>texture[17]/image</use>
</image>
<filter>
<use>texture[17]/filter</use>
</filter>
<wrap-s>
<use>texture[17]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[17]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[17]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>6</unit>
<type>
<use>texture[18]/type</use>
</type>
<image>
<use>texture[18]/image</use>
</image>
<filter>
<use>texture[18]/filter</use>
</filter>
<wrap-s>
<use>texture[18]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[18]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[18]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>7</unit>
<type>
<use>texture[11]/type</use>
</type>
<image>
<use>texture[11]/image</use>
</image>
<filter>
<use>texture[11]/filter</use>
</filter>
<wrap-s>
<use>texture[11]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[11]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[11]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/ALS/terrain-ultra.vert</vertex-shader>
<vertex-shader n="1">Shaders/ALS/filters.vert</vertex-shader>
<fragment-shader n="0">Shaders/ALS/drunway.frag</fragment-shader>
<fragment-shader n="1">Shaders/ALS/cloud-shadowfunc.frag</fragment-shader>
<fragment-shader n="2">Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader n="3">Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader n="4">Shaders/ALS/secondary_lights.frag</fragment-shader>
<fragment-shader n="5">Shaders/ALS/filters.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>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>snowlevel</name>
<type>float</type>
<value>
<use>snow_level</use>
</value>
</uniform>
<uniform>
<name>snow_thickness_factor</name>
<type>float</type>
<value>
<use>snow_thickness_factor</use>
</value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
<value>
<use>dust_cover_factor</use>
</value>
</uniform>
<uniform>
<name>lichen_cover_factor</name>
<type>float</type>
<value>
<use>lichen_cover_factor</use>
</value>
</uniform>
<uniform>
<name>size_base</name>
<type>float</type>
<value>
<use>size_base</use>
</value>
</uniform>
<uniform>
<name>size_overlay</name>
<type>float</type>
<value>
<use>size_overlay</use>
</value>
</uniform>
<uniform>
<name>size_grain</name>
<type>float</type>
<value>
<use>size_grain</use>
</value>
</uniform>
<uniform>
<name>grain_strength</name>
<type>float</type>
<value>
<use>grain_strength</use>
</value>
</uniform>
<uniform>
<name>strength_05m</name>
<type>float</type>
<value>
<use>strength_05m</use>
</value>
</uniform>
<uniform>
<name>strength_1m</name>
<type>float</type>
<value>
<use>strength_1m</use>
</value>
</uniform>
<uniform>
<name>strength_2m</name>
<type>float</type>
<value>
<use>strength_2m</use>
</value>
</uniform>
<uniform>
<name>strength_5m</name>
<type>float</type>
<value>
<use>strength_5m</use>
</value>
</uniform>
<uniform>
<name>strength_10m</name>
<type>float</type>
<value>
<use>strength_10m</use>
</value>
</uniform>
<uniform>
<name>filter_transition</name>
<type>float</type>
<value>
<use>filter_transition</use>
</value>
</uniform>
<uniform>
<name>filter_threshold</name>
<type>float</type>
<value>
<use>filter_threshold</use>
</value>
</uniform>
<uniform>
<name>relief_strength</name>
<type>float</type>
<value>
<use>relief_strength</use>
</value>
</uniform>
<uniform>
<name>bias_center_strength</name>
<type>float</type>
<value>
<use>bias_center_strength</use>
</value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value>
<use>wetness</use>
</value>
</uniform>
<uniform>
<name>fogstructure</name>
<type>float</type>
<value>
<use>fogstructure</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>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value>
<use>view_pitch_offset</use>
</value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value>
<use>view_heading_offset</use>
</value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value>
<use>view_fov</use>
</value>
</uniform>
<uniform>
<name>landing_light1_offset</name>
<type>float</type>
<value>
<use>landing_light1_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light2_offset</name>
<type>float</type>
<value>
<use>landing_light2_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light3_offset</name>
<type>float</type>
<value>
<use>landing_light3_offset</use>
</value>
</uniform>
<!-- filtering -->
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<!-- cloud shadows -->
<uniform>
<name>cloudpos1_x</name>
<type>float</type>
<value>
<use>cloudpos1_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos1_y</name>
<type>float</type>
<value>
<use>cloudpos1_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos2_x</name>
<type>float</type>
<value>
<use>cloudpos2_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos2_y</name>
<type>float</type>
<value>
<use>cloudpos2_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos3_x</name>
<type>float</type>
<value>
<use>cloudpos3_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos3_y</name>
<type>float</type>
<value>
<use>cloudpos3_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos4_x</name>
<type>float</type>
<value>
<use>cloudpos4_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos4_y</name>
<type>float</type>
<value>
<use>cloudpos4_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos5_x</name>
<type>float</type>
<value>
<use>cloudpos5_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos5_y</name>
<type>float</type>
<value>
<use>cloudpos5_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos6_x</name>
<type>float</type>
<value>
<use>cloudpos6_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos6_y</name>
<type>float</type>
<value>
<use>cloudpos6_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos7_x</name>
<type>float</type>
<value>
<use>cloudpos7_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos7_y</name>
<type>float</type>
<value>
<use>cloudpos7_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos8_x</name>
<type>float</type>
<value>
<use>cloudpos8_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos8_y</name>
<type>float</type>
<value>
<use>cloudpos8_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos9_x</name>
<type>float</type>
<value>
<use>cloudpos9_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos9_y</name>
<type>float</type>
<value>
<use>cloudpos9_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos10_x</name>
<type>float</type>
<value>
<use>cloudpos10_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos10_y</name>
<type>float</type>
<value>
<use>cloudpos10_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos11_x</name>
<type>float</type>
<value>
<use>cloudpos11_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos11_y</name>
<type>float</type>
<value>
<use>cloudpos11_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos12_x</name>
<type>float</type>
<value>
<use>cloudpos12_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos12_y</name>
<type>float</type>
<value>
<use>cloudpos12_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos13_x</name>
<type>float</type>
<value>
<use>cloudpos13_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos13_y</name>
<type>float</type>
<value>
<use>cloudpos13_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos14_x</name>
<type>float</type>
<value>
<use>cloudpos14_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos14_y</name>
<type>float</type>
<value>
<use>cloudpos14_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos15_x</name>
<type>float</type>
<value>
<use>cloudpos15_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos15_y</name>
<type>float</type>
<value>
<use>cloudpos15_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos16_x</name>
<type>float</type>
<value>
<use>cloudpos16_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos16_y</name>
<type>float</type>
<value>
<use>cloudpos16_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos17_x</name>
<type>float</type>
<value>
<use>cloudpos17_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos17_y</name>
<type>float</type>
<value>
<use>cloudpos17_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos18_x</name>
<type>float</type>
<value>
<use>cloudpos18_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos18_y</name>
<type>float</type>
<value>
<use>cloudpos18_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos19_x</name>
<type>float</type>
<value>
<use>cloudpos19_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos19_y</name>
<type>float</type>
<value>
<use>cloudpos19_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos20_x</name>
<type>float</type>
<value>
<use>cloudpos20_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos20_y</name>
<type>float</type>
<value>
<use>cloudpos20_y</use>
</value>
</uniform>
<uniform>
<name>cloud_shadow_flag</name>
<type>int</type>
<value>
<use>cloud_shadow_flag</use>
</value>
</uniform>
<uniform>
<name>bias_center</name>
<type>int</type>
<value>
<use>bias_center</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value>
<use>quality_level</use>
</value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value>
<use>tquality_level</use>
</value>
</uniform>
<uniform>
<name>use_searchlight</name>
<type>int</type>
<value>
<use>use_searchlight</use>
</value>
</uniform>
<uniform>
<name>use_landing_light</name>
<type>int</type>
<value>
<use>use_landing_light</use>
</value>
</uniform>
<uniform>
<name>use_alt_landing_light</name>
<type>int</type>
<value>
<use>use_alt_landing_light</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<uniform>
<name>raise_vertex</name>
<type>bool</type>
<value>
<use>raise_vertex</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>mix_texture</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>grain_texture</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>detail_texture</name>
<type>sampler-2d</type>
<value type="int">7</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>

View file

@ -1,535 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/flutter</name>
<inherits-from>Effects/model-default</inherits-from>
<parameters>
<vertex-program-two-side type="bool">true</vertex-program-two-side>
<material>
<color-mode-uniform>1</color-mode-uniform>
<!-- DIFFUSE -->
</material>
<shade-model>smooth</shade-model>
<!-- unused ?
<wind-speed>
<!- -<use>/environment/Vinson/rel-wind-speed-kts</use>- ->
<use>/environment/config/boundary/entry[0]/wind-speed-kt</use>
</wind-speed>
-->
<offset>0.0</offset>
<amplitude-factor>0.08</amplitude-factor>
<windE>
<use>/environment/sea/surface/wind-from-east-fps</use>
</windE>
<windN>
<use>/environment/sea/surface/wind-from-north-fps</use>
</windN>
<speed-kt>0.0</speed-kt>
<heading-deg>0.0</heading-deg>
<!-- fog include -->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
<technique n="7">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/generic</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>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<type>noise</type>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<!-- <vertex-shader n="0">Shaders/Default/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/Default/flutter.vert</vertex-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/Default/default.frag</fragment-shader>
</program>
<!--<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>-->
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
<!-- uniform> unused?
<name>WindSpeed</name>
<type>float</type>
<value>
<use>wind-speed</use>
</value>
</uniform-->
<uniform>
<name>Offset</name>
<type>float</type>
<value>
<use>offset</use>
</value>
</uniform>
<uniform>
<name>AmpFactor</name>
<type>float</type>
<value>
<use>amplitude-factor</use>
</value>
</uniform>
<uniform>
<name>Noise</name>
<type>sampler-3d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>WindE</name>
<type>float</type>
<value>
<use>windE</use>
</value>
</uniform>
<uniform>
<name>WindN</name>
<type>float</type>
<value>
<use>windN</use>
</value>
</uniform>
<uniform>
<name>spd</name>
<type>float</type>
<value>
<use>speed-kt</use>
</value>
</uniform>
<uniform>
<name>hdg</name>
<type>float</type>
<value>
<use>heading-deg</use>
</value>
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
<technique n="18">
<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>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>noise</type>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/flutter.vert</vertex-shader>
<fragment-shader>Shaders/ALS/terrain-base.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
<uniform>
<name>Offset</name>
<type>float</type>
<value>
<use>offset</use>
</value>
</uniform>
<uniform>
<name>AmpFactor</name>
<type>float</type>
<value>
<use>amplitude-factor</use>
</value>
</uniform>
<uniform>
<name>Noise</name>
<type>sampler-3d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>WindE</name>
<type>float</type>
<value>
<use>windE</use>
</value>
</uniform>
<uniform>
<name>WindN</name>
<type>float</type>
<value>
<use>windN</use>
</value>
</uniform>
<uniform>
<name>spd</name>
<type>float</type>
<value>
<use>speed-kt</use>
</value>
</uniform>
<uniform>
<name>hdg</name>
<type>float</type>
<value>
<use>heading-deg</use>
</value>
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- filtering -->
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
</PropertyList>

View file

@ -1,348 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/forest</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="2">
<image>Textures/Terrain/rock.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
<type>2d</type>
</texture>
<texture n="3">
<image>Textures/Terrain/forest-colors.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>mirror</wrap-s>
<internal-format>normalized</internal-format>
<type>1d</type>
</texture>
<texture n="4">
<image>Textures/Terrain/forest.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
<type>2d</type>
</texture>
<texture n="5">
<image>Textures/Terrain/forest-relief.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
<type>2d</type>
</texture>
<snow-level>
<use>/environment/snow-level-m</use>
</snow-level>
<depth-factor type="float">0.04</depth-factor>
<canopy-height type="float">15.0</canopy-height>
<quality-level>
<use>/sim/rendering/shaders/transition</use>
</quality-level>
<!-- sets the season color -->
<season-red type="float">0.12</season-red>
<season-green type="float">0.86</season-green>
<season-blue type="float">0.22</season-blue>
<!-- end season color -->
<!--fog include-->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="7">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/transition</property>
<equal>
<value type="float">0.0</value>
<float-property>/sim/rendering/rembrandt/enabled</float-property>
</equal>
<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>
<!-- Use material values that are either inherited from the
terrain-default effect or supplied by an effect derived
from this one e.g., one created in the materials library. -->
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</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>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>
<use>texture[2]/type</use>
</type>
<image>
<use>texture[2]/image</use>
</image>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>
<use>texture[3]/type</use>
</type>
<image>
<use>texture[3]/image</use>
</image>
<filter>
<use>texture[3]/filter</use>
</filter>
<wrap-s>
<use>texture[3]/wrap-s</use>
</wrap-s>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>
<use>texture[4]/type</use>
</type>
<image>
<use>texture[4]/image</use>
</image>
<filter>
<use>texture[4]/filter</use>
</filter>
<wrap-s>
<use>texture[4]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[4]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>5</unit>
<type>
<use>texture[5]/type</use>
</type>
<image>
<use>texture[5]/image</use>
</image>
<filter>
<use>texture[5]/filter</use>
</filter>
<wrap-s>
<use>texture[5]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[5]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[5]/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/forest.vert</vertex-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/Default/forest.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>SampleTex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>SampleTex2</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>ColorsTex</name>
<type>sampler-1d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value>
<use>depth-factor</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value>
<use>quality-level</use>
</value>
</uniform>
<uniform>
<name>red</name>
<type>float</type>
<value>
<use>season-red</use>
</value>
</uniform>
<uniform>
<name>green</name>
<type>float</type>
<value>
<use>season-green</use>
</value>
</uniform>
<uniform>
<name>blue</name>
<type>float</type>
<value>
<use>season-blue</use>
</value>
</uniform>
<uniform>
<name>alpha</name>
<type>float</type>
<value>0.0</value>
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
</PropertyList>

View file

@ -1,348 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/glacier</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="2">
<image>Textures/Terrain/rock.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="3">
<image>Textures/Terrain/forest-colors.png</image>
<type>1d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>mirror</wrap-s>
<internal-format>normalized</internal-format>
</texture>
<texture n="4">
<image>Textures/Terrain/forest.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="5">
<image>Textures/Terrain/forest-relief.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<snow-level>
<use>/environment/snow-level-m</use>
</snow-level>
<depth-factor type="float">0.01</depth-factor>
<canopy-height type="float">15.0</canopy-height>
<quality-level>
<use>/sim/rendering/shaders/transition</use>
</quality-level>
<!-- sets the season color -->
<season-red type="float">0.12</season-red>
<season-green type="float">0.86</season-green>
<season-blue type="float">0.22</season-blue>
<!-- end season color -->
<!--fog include-->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="7">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/transition</property>
<equal>
<value type="float">0.0</value>
<float-property>/sim/rendering/rembrandt/enabled</float-property>
</equal>
<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>
<!-- Use material values that are either inherited from the
terrain-default effect or supplied by an effect derived
from this one e.g., one created in the materials library. -->
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</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>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</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>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image>
<use>texture[4]/image</use>
</image>
<type>
<use>texture[4]/type</use>
</type>
<filter>
<use>texture[4]/filter</use>
</filter>
<wrap-s>
<use>texture[4]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[4]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>5</unit>
<image>
<use>texture[5]/image</use>
</image>
<type>
<use>texture[5]/type</use>
</type>
<filter>
<use>texture[5]/filter</use>
</filter>
<wrap-s>
<use>texture[5]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[5]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[5]/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/forest.vert</vertex-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/Default/forest.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>SampleTex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>SampleTex2</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>ColorsTex</name>
<type>sampler-1d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value>
<use>depth-factor</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value>
<use>quality-level</use>
</value>
</uniform>
<uniform>
<name>red</name>
<type>float</type>
<value>
<use>season-red</use>
</value>
</uniform>
<uniform>
<name>green</name>
<type>float</type>
<value>
<use>season-green</use>
</value>
</uniform>
<uniform>
<name>blue</name>
<type>float</type>
<value>
<use>season-blue</use>
</value>
</uniform>
<uniform>
<name>alpha</name>
<type>float</type>
<value>0.0</value>
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
</PropertyList>

View file

@ -1,694 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/glass</name>
<inherits-from>Effects/model-default</inherits-from>
<parameters>
<texture n="1">
<image>Aircraft/Generic/Effects/window_frost.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<!-- placeholder for the function texture used for fogging, wiper area,...-->
<texture n="2">
<type>white</type>
</texture>
<!-- texture for reflections in the glass -->
<texture n="3">
<type>cubemap</type>
<images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
</images>
</texture>
<!-- placeholder lightmap texture for reflections in the glass -->
<texture n="4">
<type>cubemap</type>
<images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
</images>
</texture>
<glass-tint type="vec4d" n="0"> 1.0 1.0 1.0 1.0</glass-tint>
<overlay-color type="vec3d" n="0"> 1.0 1.0 1.0</overlay-color>
<splash-x>
<use>/environment/aircraft-effects/splash-vector-x</use>
</splash-x>
<splash-y>
<use>/environment/aircraft-effects/splash-vector-y</use>
</splash-y>
<splash-z>
<use>/environment/aircraft-effects/splash-vector-z</use>
</splash-z>
<rnorm>
<use>/environment/rain-norm</use>
</rnorm>
<gsnorm>
<use>/environment/aircraft-effects/ground-splash-norm</use>
</gsnorm>
<frost-level>
<use>/environment/aircraft-effects/frost-level</use>
</frost-level>
<surface-mapping-scheme type="int">0</surface-mapping-scheme>
<fog-level>
<use>/environment/aircraft-effects/fog-level</use>
</fog-level>
<use-wipers>
<use>/environment/aircraft-effects/use-wipers</use>
</use-wipers>
<use-overlay>
<use>/environment/aircraft-effects/use-overlay</use>
</use-overlay>
<overlay-alpha>
<use>/environment/aircraft-effects/overlay-alpha</use>
</overlay-alpha>
<overlay-glare type="float">0.5</overlay-glare>
<use-reflection type="int">0</use-reflection>
<reflection-strength type="float">1.0</reflection-strength>
<use-mask type="int">0</use-mask>
<use-reflection-lightmap type="int">0</use-reflection-lightmap>
<lightmap-multi type="int">0</lightmap-multi>
<lightmap-factor type="float" n="0">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="1">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="2">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="3">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
</parameters>
<!-- fall back to a fixed pipeline technique equivalent to model-transparent otherwise -->
<!-- Rembrandt technique of model-default comes at 10, so we insert before that -->
<technique n="7">
<pass>
<lighting>true</lighting>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<active>
<use>texture[0]/active</use>
</active>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
</pass>
</technique>
<technique n="18">
<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>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<type>
<use>texture[1]/type</use>
</type>
<image>
<use>texture[1]/image</use>
</image>
<filter>
<use>texture[1]/filter</use>
</filter>
<wrap-s>
<use>texture[1]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[1]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[1]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>
<use>texture[2]/type</use>
</type>
<image>
<use>texture[2]/image</use>
</image>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>
<use>texture[3]/type</use>
</type>
<images>
<use>texture[3]/images</use>
</images>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type>
<use>texture[4]/type</use>
</type>
<images>
<use>texture[4]/images</use>
</images>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/glass.vert</vertex-shader>
<fragment-shader>Shaders/ALS/glass.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<uniform>
<name>tint</name>
<type>float-vec4</type>
<value>
<use>glass-tint</use>
</value>
</uniform>
<uniform>
<name>overlay_color</name>
<type>float-vec3</type>
<value>
<use>overlay-color</use>
</value>
</uniform>
<uniform>
<name>lightmap_r_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[0]</use>
</value>
</uniform>
<uniform>
<name>lightmap_r_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[0]</use>
</value>
</uniform>
<uniform>
<name>lightmap_g_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[1]</use>
</value>
</uniform>
<uniform>
<name>lightmap_g_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[1]</use>
</value>
</uniform>
<uniform>
<name>lightmap_b_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[2]</use>
</value>
</uniform>
<uniform>
<name>lightmap_b_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[2]</use>
</value>
</uniform>
<uniform>
<name>lightmap_a_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[3]</use>
</value>
</uniform>
<uniform>
<name>lightmap_a_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[3]</use>
</value>
</uniform>
<uniform>
<name>splash_x</name>
<type>float</type>
<value>
<use>splash-x</use>
</value>
</uniform>
<uniform>
<name>splash_y</name>
<type>float</type>
<value>
<use>splash-y</use>
</value>
</uniform>
<uniform>
<name>splash_z</name>
<type>float</type>
<value>
<use>splash-z</use>
</value>
</uniform>
<uniform>
<name>rain_norm</name>
<type>float</type>
<value>
<use>rnorm</use>
</value>
</uniform>
<uniform>
<name>ground_splash_norm</name>
<type>float</type>
<value>
<use>gsnorm</use>
</value>
</uniform>
<uniform>
<name>frost_level</name>
<type>float</type>
<value>
<use>frost-level</use>
</value>
</uniform>
<uniform>
<name>fog_level</name>
<type>float</type>
<value>
<use>fog-level</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>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>overcast</name>
<type>float</type>
<value>
<use>overcast</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</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>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>reflection_strength</name>
<type>float</type>
<value>
<use>reflection-strength</use>
</value>
</uniform>
<uniform>
<name>overlay_alpha</name>
<type>float</type>
<value>
<use>overlay-alpha</use>
</value>
</uniform>
<uniform>
<name>overlay_glare</name>
<type>float</type>
<value>
<use>overlay-glare</use>
</value>
</uniform>
<!-- filtering -->
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>frost_texture</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>func_texture</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>cube_texture</name>
<type>sampler-cube</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>cube_light_texture</name>
<type>sampler-cube</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>use_reflection</name>
<type>int</type>
<value>
<use>use-reflection</use>
</value>
</uniform>
<uniform>
<name>use_mask</name>
<type>int</type>
<value>
<use>use-mask</use>
</value>
</uniform>
<uniform>
<name>use_wipers</name>
<type>int</type>
<value>
<use>use-wipers</use>
</value>
</uniform>
<uniform>
<name>use_overlay</name>
<type>int</type>
<value>
<use>use-overlay</use>
</value>
</uniform>
<uniform>
<name>use_reflection_lightmap</name>
<type>int</type>
<value>
<use>use-reflection-lightmap</use>
</value>
</uniform>
<uniform>
<name>lightmap_multi</name>
<type>int</type>
<value>
<use>lightmap-multi</use>
</value>
</uniform>
<uniform>
<name>adaptive_mapping</name>
<type>int</type>
<value>
<use>surface-mapping-scheme</use>
</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

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@ -1,347 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/herbtundra</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="2">
<image>Textures/Terrain/rock.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="3">
<image>Textures/Terrain/forest-colors.png</image>
<type>1d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>mirror</wrap-s>
<internal-format>normalized</internal-format>
</texture>
<texture n="4">
<image>Textures/Terrain/forest.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="5">
<image>Textures/Terrain/forest-relief.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<snow-level>
<use>/environment/snow-level-m</use>
</snow-level>
<depth-factor type="float">0.01</depth-factor>
<canopy-height type="float">15.0</canopy-height>
<!-- sets the season color -->
<season-red type="float">0.12</season-red>
<season-green type="float">0.86</season-green>
<season-blue type="float">0.22</season-blue>
<!-- end season color -->
<!--fog include-->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
<quality-level>
<use>/sim/rendering/shaders/transition</use>
</quality-level>
</parameters>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="7">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/transition</property>
<equal>
<value type="float">0.0</value>
<float-property>/sim/rendering/rembrandt/enabled</float-property>
</equal>
<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>
<!-- Use material values that are either inherited from the
terrain-default effect or supplied by an effect derived
from this one e.g., one created in the materials library. -->
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</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>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</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>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image>
<use>texture[4]/image</use>
</image>
<type>
<use>texture[4]/type</use>
</type>
<filter>
<use>texture[4]/filter</use>
</filter>
<wrap-s>
<use>texture[4]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[4]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>5</unit>
<image>
<use>texture[5]/image</use>
</image>
<type>
<use>texture[5]/type</use>
</type>
<filter>
<use>texture[5]/filter</use>
</filter>
<wrap-s>
<use>texture[5]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[5]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[5]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader n="1">Shaders/Default/forest.vert</vertex-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/Default/forest.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>SampleTex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>SampleTex2</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>ColorsTex</name>
<type>sampler-1d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value>
<use>depth-factor</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value>
<use>quality-level</use>
</value>
</uniform>
<uniform>
<name>red</name>
<type>float</type>
<value>
<use>season-red</use>
</value>
</uniform>
<uniform>
<name>green</name>
<type>float</type>
<value>
<use>season-green</use>
</value>
</uniform>
<uniform>
<name>blue</name>
<type>float</type>
<value>
<use>season-blue</use>
</value>
</uniform>
<uniform>
<name>alpha</name>
<type>float</type>
<value>0.0</value>
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
</PropertyList>

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@ -1,719 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/hud</name>
<inherits-from>Effects/model-default</inherits-from>
<parameters>
<texture n="1">
<image>Aircraft/Generic/Effects/window_frost.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<!-- placeholder for the function texture used for fogging, wiper area,...-->
<texture n="2">
<image>Aircraft/Generic/Effects/hud-glass.rgb</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<!-- texture for reflections in the glass -->
<texture n="3">
<type>cubemap</type>
<images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
</images>
</texture>
<!-- placeholder lightmap texture for reflections in the glass -->
<texture n="4">
<type>cubemap</type>
<images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
</images>
</texture>
<glass-tint type="vec4d" n="0"> 0.95 1.0 0.95 1.0</glass-tint>
<overlay-color type="vec3d" n="0"> 0.8 1.0 0.9</overlay-color>
<splash-x>
<use>/environment/aircraft-effects/splash-vector-x</use>
</splash-x>
<splash-y>
<use>/environment/aircraft-effects/splash-vector-y</use>
</splash-y>
<splash-z>
<use>/environment/aircraft-effects/splash-vector-z</use>
</splash-z>
<rnorm>
<use>/environment/rain-norm</use>
</rnorm>
<gsnorm>
<use>/environment/aircraft-effects/ground-splash-norm</use>
</gsnorm>
<frost-level>
<use>/environment/aircraft-effects/frost-level</use>
</frost-level>
<surface-mapping-scheme type="int">0</surface-mapping-scheme>
<fog-level>
<use>/environment/aircraft-effects/fog-level</use>
</fog-level>
<use-wipers>
<use>/environment/aircraft-effects/use-wipers</use>
</use-wipers>
<use-overlay>1</use-overlay>
<overlay-alpha type="float">0.35</overlay-alpha>
<overlay-glare type="float">0.4</overlay-glare>
<use-reflection type="int">0</use-reflection>
<reflection-strength type="float">1.0</reflection-strength>
<use-mask type="int">1</use-mask>
<use-reflection-lightmap type="int">0</use-reflection-lightmap>
<lightmap-multi type="int">0</lightmap-multi>
<lightmap-factor type="float" n="0">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="1">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="2">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="3">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
<sample-res>0.0006</sample-res>
<sample-far>2.5</sample-far>
<hud-brightness>1.0</hud-brightness>
</parameters>
<!-- fall back to a fixed pipeline technique equivalent to model-transparent otherwise -->
<!-- Rembrandt technique of model-default comes at 10, so we insert before that -->
<technique n="7">
<pass>
<lighting>true</lighting>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<active>
<use>texture[0]/active</use>
</active>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
</pass>
</technique>
<technique n="18">
<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>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<type>
<use>texture[1]/type</use>
</type>
<image>
<use>texture[1]/image</use>
</image>
<filter>
<use>texture[1]/filter</use>
</filter>
<wrap-s>
<use>texture[1]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[1]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[1]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>
<use>texture[2]/type</use>
</type>
<image>
<use>texture[2]/image</use>
</image>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>
<use>texture[3]/type</use>
</type>
<images>
<use>texture[3]/images</use>
</images>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type>
<use>texture[4]/type</use>
</type>
<images>
<use>texture[4]/images</use>
</images>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/hud.vert</vertex-shader>
<fragment-shader>Shaders/ALS/hud.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<uniform>
<name>tint</name>
<type>float-vec4</type>
<value>
<use>glass-tint</use>
</value>
</uniform>
<uniform>
<name>overlay_color</name>
<type>float-vec3</type>
<value>
<use>overlay-color</use>
</value>
</uniform>
<uniform>
<name>lightmap_r_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[0]</use>
</value>
</uniform>
<uniform>
<name>lightmap_r_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[0]</use>
</value>
</uniform>
<uniform>
<name>lightmap_g_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[1]</use>
</value>
</uniform>
<uniform>
<name>lightmap_g_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[1]</use>
</value>
</uniform>
<uniform>
<name>lightmap_b_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[2]</use>
</value>
</uniform>
<uniform>
<name>lightmap_b_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[2]</use>
</value>
</uniform>
<uniform>
<name>lightmap_a_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[3]</use>
</value>
</uniform>
<uniform>
<name>lightmap_a_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[3]</use>
</value>
</uniform>
<uniform>
<name>splash_x</name>
<type>float</type>
<value>
<use>splash-x</use>
</value>
</uniform>
<uniform>
<name>splash_y</name>
<type>float</type>
<value>
<use>splash-y</use>
</value>
</uniform>
<uniform>
<name>splash_z</name>
<type>float</type>
<value>
<use>splash-z</use>
</value>
</uniform>
<uniform>
<name>rain_norm</name>
<type>float</type>
<value>
<use>rnorm</use>
</value>
</uniform>
<uniform>
<name>ground_splash_norm</name>
<type>float</type>
<value>
<use>gsnorm</use>
</value>
</uniform>
<uniform>
<name>frost_level</name>
<type>float</type>
<value>
<use>frost-level</use>
</value>
</uniform>
<uniform>
<name>fog_level</name>
<type>float</type>
<value>
<use>fog-level</use>
</value>
</uniform>
<uniform>
<name>sample_res</name>
<type>float</type>
<value>
<use>sample-res</use>
</value>
</uniform>
<uniform>
<name>sample_far</name>
<type>float</type>
<value>
<use>sample-far</use>
</value>
</uniform>
<uniform>
<name>hud_brightness</name>
<type>float</type>
<value>
<use>hud-brightness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>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>overcast</name>
<type>float</type>
<value>
<use>overcast</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</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>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>reflection_strength</name>
<type>float</type>
<value>
<use>reflection-strength</use>
</value>
</uniform>
<uniform>
<name>overlay_alpha</name>
<type>float</type>
<value>
<use>overlay-alpha</use>
</value>
</uniform>
<uniform>
<name>overlay_glare</name>
<type>float</type>
<value>
<use>overlay-glare</use>
</value>
</uniform>
<!-- filtering -->
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>frost_texture</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>func_texture</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>cube_texture</name>
<type>sampler-cube</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>cube_light_texture</name>
<type>sampler-cube</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>use_reflection</name>
<type>int</type>
<value>
<use>use-reflection</use>
</value>
</uniform>
<uniform>
<name>use_mask</name>
<type>int</type>
<value>
<use>use-mask</use>
</value>
</uniform>
<uniform>
<name>use_wipers</name>
<type>int</type>
<value>
<use>use-wipers</use>
</value>
</uniform>
<uniform>
<name>use_overlay</name>
<type>int</type>
<value>
<use>use-overlay</use>
</value>
</uniform>
<uniform>
<name>use_reflection_lightmap</name>
<type>int</type>
<value>
<use>use-reflection-lightmap</use>
</value>
</uniform>
<uniform>
<name>lightmap_multi</name>
<type>int</type>
<value>
<use>lightmap-multi</use>
</value>
</uniform>
<uniform>
<name>adaptive_mapping</name>
<type>int</type>
<value>
<use>surface-mapping-scheme</use>
</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

View file

@ -1,8 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/landmass-nowood</name>
<inherits-from>Effects/landmass</inherits-from>
<parameters>
<canopy-height type="float">0.0</canopy-height>
</parameters>
</PropertyList>

View file

@ -1,16 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/landmass-scrub</name>
<inherits-from>Effects/landmass</inherits-from>
<parameters>
<texture n="2">
<image>Textures/Terrain/shrubcover-relief.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<canopy-height type="float">1.0</canopy-height>
</parameters>
</PropertyList>

View file

@ -1,578 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/landmass</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="2">
<image>Textures/Terrain/forest-relief.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<snow-level>
<use>/environment/snow-level-m</use>
</snow-level>
<depth-factor type="float">0.01</depth-factor>
<canopy-height type="float">15.0</canopy-height>
<quality-level>
<use>/sim/rendering/shaders/landmass</use>
</quality-level>
<!--fog include-->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="6">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/landmass</property>
<less-equal>
<value type="float">4.0</value>
<float-property>/sim/rendering/shaders/landmass</float-property>
</less-equal>
<equal>
<value type="float">0.0</value>
<float-property>/sim/rendering/rembrandt/enabled</float-property>
</equal>
<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>
<extension-supported>GL_EXT_geometry_shader4</extension-supported>
</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>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>-1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<unit>1</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>
<program>
<vertex-shader n="0">Shaders/Default/include_fog.vert</vertex-shader>
<vertex-shader n="1">Shaders/Default/landmass-g.vert</vertex-shader>
<geometry-shader>Shaders/Default/landmass.geom</geometry-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/Default/terrain-nocolor.frag</fragment-shader>
<geometry-vertices-out type="int">18</geometry-vertices-out>
<geometry-input-type>triangles</geometry-input-type>
<geometry-output-type>triangle-strip</geometry-output-type>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>canopy_height</name>
<type>float</type>
<value>
<use>canopy-height</use>
</value>
</uniform>
<color-mask type="vec4d">0 0 0 0</color-mask>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
</pass>
-->
<pass>
<lighting>true</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</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>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>1</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>2</unit>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/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/landmass-g.vert</vertex-shader>
<geometry-shader>Shaders/Default/landmass.geom</geometry-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/Default/landmass.frag</fragment-shader>
<geometry-vertices-out type="int">18</geometry-vertices-out>
<geometry-input-type>triangles</geometry-input-type>
<geometry-output-type>triangle-strip</geometry-output-type>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>BaseTex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value>
<use>depth-factor</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
<uniform>
<name>canopy_height</name>
<type>float</type>
<value>
<use>canopy-height</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value>
<use>quality-level</use>
</value>
</uniform>
<depth>
<function>lequal</function>
<!-- <write-mask type="bool">false</write-mask> -->
</depth>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
<technique n="7">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/landmass</property>
<equal>
<value type="float">0.0</value>
<float-property>/sim/rendering/rembrandt/enabled</float-property>
</equal>
<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>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</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>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>1</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>2</unit>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/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/landmass.vert</vertex-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/Default/landmass.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>BaseTex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value>
<use>depth-factor</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value>
<use>quality-level</use>
</value>
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
</PropertyList>

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@ -1,96 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/lfeat</name>
<inherits-from>Effects/runway</inherits-from>
<parameters>
<material>
<ambient type="vec4d">
1.0 1.0 1.0 1.0
</ambient>
<diffuse type="vec4d">
1.0 1.0 1.0 1.0
</diffuse>
<specular type="vec4d">
1.0 1.0 1.0 1.0
</specular>
<emissive type="vec4d">
0.0 0.0 0.0 1.0
</emissive>
<shininess>1.2</shininess>
</material>
<transparent>true</transparent>
<raise_vertex type="bool">true</raise_vertex>
</parameters>
<technique n="15">
<scheme>als-lighting</scheme>
<predicate>
<equal>
<value type="bool">false</value>
</equal>
</predicate>
<pass>
<lighting>true</lighting>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<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>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>7</bin-number>
<bin-name>DepthSortedBin</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>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<polygon-offset>
<factor>-0.5</factor>
<units>-2.0</units>
</polygon-offset>
</pass>
</technique>
</PropertyList>

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@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/light-cone</name>
</PropertyList>

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@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/light-point</name>
</PropertyList>

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@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/light-spot</name>
</PropertyList>

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@ -1,9 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<!-- lightning -->
<PropertyList>
<name>Effects/lightning</name>
<inherits-from>Effects/rain-layer</inherits-from>
<parameters>
<is-lightning type="bool">1</is-lightning>
</parameters>
</PropertyList>

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@ -1,11 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/material-diffuse</name>
<parameters>
<material>
<color-mode-uniform>1</color-mode-uniform>
<!-- DIFFUSE -->
</material>
</parameters>
<inherits-from>Effects/model-default</inherits-from>
</PropertyList>

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@ -1,11 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/material-off</name>
<parameters>
<material>
<color-mode-uniform>0</color-mode-uniform>
<!-- OFF -->
</material>
</parameters>
<inherits-from>Effects/model-default</inherits-from>
</PropertyList>

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@ -1,5 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/model-combined-deferred</name>
<inherits-from>Effects/model-combined</inherits-from>
</PropertyList>

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@ -1,114 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<!-- Stub effect file for transparent Rembrandt ported model-combined,
to provide glass/transparent surfaces with the ubershader active,
and fallback to plain transparency when the model shader is disabled.
-->
<PropertyList>
<name>Effects/model-combined-transparent</name>
<inherits-from>Effects/model-combined</inherits-from>
<technique n="6">
<predicate>
<and>
<equal>
<float-property>/sim/rendering/shaders/model</float-property>
<value type="float">0.0</value>
</equal>
<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>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<active>
<use>texture[0]/active</use>
</active>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
-->
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<!-- A two-sided lighting model is set by default near the root
of the scene graph. Perhaps that ought to be set in this
effect?
-->
</pass>
</technique>
</PropertyList>

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@ -1,830 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/model-default</name>
<!-- <inherits-from>Effects/shadow</inherits-from> -->
<parameters>
<texture n="0">
<type>white</type>
</texture>
<vertex-program-two-side type="bool">false</vertex-program-two-side>
<material>
<color-mode-uniform>1</color-mode-uniform>
<!-- DIFFUSE -->
</material>
<material-id>0</material-id>
<!-- BEGIN fog include -->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<ground_scattering>
<use>/environment/surface/scattering</use>
</ground_scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<terrain_alt>
<use>/environment/mean-terrain-elevation-m</use>
</terrain_alt>
<overcast>
<use>/rendering/scene/overcast</use>
</overcast>
<eye_alt>
<use>/sim/rendering/eye-altitude-m</use>
</eye_alt>
<cloud_self_shading>
<use>/environment/cloud-self-shading</use>
</cloud_self_shading>
<moonlight>
<use>/environment/moonlight</use>
</moonlight>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<air_pollution>
<use>/environment/air-pollution-norm</use>
</air_pollution>
<use_filtering>
<use>/sim/rendering/als-filters/use-filtering</use>
</use_filtering>
<gamma>
<use>/sim/rendering/als-filters/gamma</use>
</gamma>
<brightness>
<use>/sim/rendering/als-filters/brightness</use>
</brightness>
<delta_T>
<use>/environment/surface/delta-T-structure</use>
</delta_T>
<fact_grey>
<use>/sim/rendering/als-filters/grey-factor</use>
</fact_grey>
<fact_black>
<use>/sim/rendering/als-filters/black-factor</use>
</fact_black>
<use_night_vision>
<use>/sim/rendering/als-filters/use-night-vision</use>
</use_night_vision>
<use_IR_vision>
<use>/sim/rendering/als-filters/use-IR-vision</use>
</use_IR_vision>
<display_xsize>
<use>/sim/startup/xsize</use>
</display_xsize>
<display_ysize>
<use>/sim/startup/ysize</use>
</display_ysize>
<view_pitch_offset>
<use>/sim/current-view/pitch-offset-deg</use>
</view_pitch_offset>
<view_heading_offset>
<use>/sim/current-view/heading-offset-deg</use>
</view_heading_offset>
<view_fov>
<use>/sim/current-view/field-of-view</use>
</view_fov>
<use_searchlight>
<use>/sim/rendering/als-secondary-lights/use-searchlight</use>
</use_searchlight>
<use_landing_light>
<use>/sim/rendering/als-secondary-lights/use-landing-light</use>
</use_landing_light>
<use_alt_landing_light>
<use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use>
</use_alt_landing_light>
<landing_light1_offset>
<use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use>
</landing_light1_offset>
<landing_light2_offset>
<use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use>
</landing_light2_offset>
<landing_light3_offset>
<use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use>
</landing_light3_offset>
<use_geo_light type="int">0</use_geo_light>
<geo_light_r type="float">0.0</geo_light_r>
<geo_light_g type="float">0.0</geo_light_g>
<geo_light_b type="float">0.0</geo_light_b>
<geo_light_x type="float">0.0</geo_light_x>
<geo_light_y type="float">0.0</geo_light_y>
<geo_light_z type="float">0.0</geo_light_z>
<geo_light_radius type="float">0.0</geo_light_radius>
<geo_ambience type="float">0.0</geo_ambience>
<quality_level>
<use>/sim/rendering/shaders/landmass</use>
</quality_level>
<tquality_level>
<use>/sim/rendering/shaders/transition</use>
</tquality_level>
<!-- END fog include -->
<!-- BEGIN shadows include -->
<shadows_enabled>
<use>/sim/rendering/als/shadows/enabled</use>
</shadows_enabled>
<sun_atlas_size>
<use>/sim/rendering/als/shadows/sun-atlas-size</use>
</sun_atlas_size>
<!-- END shadows include -->
</parameters>
<technique n="8">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/generic</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>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program n="0">
<!-- <vertex-shader n="0">Shaders/Default/include_fog.vert</vertex-shader> -->
<!--fog include-->
<vertex-shader n="1">Shaders/Default/default.vert</vertex-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<!--fog include-->
<fragment-shader n="1">Shaders/Default/default.frag</fragment-shader>
</program>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
</pass>
</technique>
<technique n="9">
<pass>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<active>
<use>texture[0]/active</use>
</active>
<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>
-->
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<!-- A two-sided lighting model is set by default near the root
of the scene graph. Perhaps that ought to be set in this
effect?
-->
</pass>
</technique>
<technique n="19">
<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>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<!--<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>-->
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<!-- If there is a texture, the type in the derived effect
will be "2d". -->
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/generic-base.vert</vertex-shader>
<vertex-shader>Shaders/ALS/shadows-include.vert</vertex-shader>
<fragment-shader>Shaders/ALS/model-base.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
<fragment-shader>Shaders/ALS/shadows-include.frag</fragment-shader>
<fragment-shader>Shaders/ALS/clustered-include.frag</fragment-shader>
<uniform-block-binding>
<name>PointLightBlock</name>
<index>5</index>
</uniform-block-binding>
<uniform-block-binding>
<name>SpotLightBlock</name>
<index>6</index>
</uniform-block-binding>
</program>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>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>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value>
<use>view_pitch_offset</use>
</value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value>
<use>view_heading_offset</use>
</value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value>
<use>view_fov</use>
</value>
</uniform>
<uniform>
<name>landing_light1_offset</name>
<type>float</type>
<value>
<use>landing_light1_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light2_offset</name>
<type>float</type>
<value>
<use>landing_light2_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light3_offset</name>
<type>float</type>
<value>
<use>landing_light3_offset</use>
</value>
</uniform>
<uniform>
<name>geo_light_r</name>
<type>float</type>
<value>
<use>geo_light_r</use>
</value>
</uniform>
<uniform>
<name>geo_light_g</name>
<type>float</type>
<value>
<use>geo_light_g</use>
</value>
</uniform>
<uniform>
<name>geo_light_b</name>
<type>float</type>
<value>
<use>geo_light_b</use>
</value>
</uniform>
<uniform>
<name>geo_light_x</name>
<type>float</type>
<value>
<use>geo_light_x</use>
</value>
</uniform>
<uniform>
<name>geo_light_y</name>
<type>float</type>
<value>
<use>geo_light_y</use>
</value>
</uniform>
<uniform>
<name>geo_light_z</name>
<type>float</type>
<value>
<use>geo_light_z</use>
</value>
</uniform>
<uniform>
<name>geo_light_radius</name>
<type>float</type>
<value>
<use>geo_light_radius</use>
</value>
</uniform>
<uniform>
<name>geo_ambience</name>
<type>float</type>
<value>
<use>geo_ambience</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
<uniform>
<name>use_searchlight</name>
<type>int</type>
<value>
<use>use_searchlight</use>
</value>
</uniform>
<uniform>
<name>use_landing_light</name>
<type>int</type>
<value>
<use>use_landing_light</use>
</value>
</uniform>
<uniform>
<name>use_alt_landing_light</name>
<type>int</type>
<value>
<use>use_alt_landing_light</use>
</value>
</uniform>
<uniform>
<name>use_geo_light</name>
<type>int</type>
<value>
<use>use_geo_light</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value>
<use>quality_level</use>
</value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value>
<use>tquality_level</use>
</value>
</uniform>
<!-- BEGIN shadows include -->
<uniform>
<name>shadow_tex</name>
<type>sampler-2d</type>
<value type="int">10</value>
</uniform>
<uniform>
<name>shadows_enabled</name>
<type>bool</type>
<value>
<use>shadows_enabled</use>
</value>
</uniform>
<uniform>
<name>sun_atlas_size</name>
<type>int</type>
<value>
<use>sun_atlas_size</use>
</value>
</uniform>
<!-- END shadows include -->
</pass>
</technique>
</PropertyList>

View file

@ -1,901 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/model-interior-display</name>
<inherits-from>Effects/model-interior</inherits-from>
<parameters>
<texture n="5">
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
<internal-format>normalized</internal-format>
<image>Aircraft/Generic/Effects/dust-effect-overlay.png</image>
</texture>
<sample-res>0.0007</sample-res>
<dirt-factor>3.0</dirt-factor>
<contrast>1.0</contrast>
</parameters>
<!-- <technique n="4">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</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>
<active><use>material/active</use></active>
<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><use>material/color-mode</use></color-mode>
</material>
<blend>
<active><use>blend/active</use></active>
<source><use>blend/source</use></source>
<destination><use>blend/destination</use></destination>
</blend>
<shade-model><use>shade-model</use></shade-model>
<cull-face><use>cull-face</use></cull-face>
<rendering-hint><use>rendering-hint</use></rendering-hint>
<texture-unit>
<unit>0</unit>
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<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>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type><use>texture[4]/type</use></type>
<images><use>texture[4]/images</use></images>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/shadows-include.vert</vertex-shader>
<vertex-shader>Shaders/ALS/generic-base.vert</vertex-shader>
<fragment-shader>Shaders/ALS/model-interior-base.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>
<type>float</type>
<value><use>visibility</use></value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value><use>avisibility</use></value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value><use>lthickness</use></value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value><use>scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>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>offset_vec</name>
<type>float-vec3</type>
<value><use>opacity-cube-center</use></value>
</uniform>
<uniform>
<name>scale_vec</name>
<type>float-vec3</type>
<value><use>opacity-cube-scale</use></value>
</uniform>
<uniform>
<name>angle</name>
<type>float</type>
<value><use>opacity-cube-angle</use></value>
</uniform>
<uniform>
<name>tag_color</name>
<type>float-vec3</type>
<value><use>implicit-lightmap-tag-color</use></value>
</uniform>
<uniform>
<name>emit_color</name>
<type>float-vec3</type>
<value><use>implicit-lightmap-emit-color</use></value>
</uniform>
<uniform>
<name>light_filter_one</name>
<type>float-vec3</type>
<value><use>light-filter-one</use></value>
</uniform>
<uniform>
<name>light_filter_two</name>
<type>float-vec3</type>
<value><use>light-filter-two</use></value>
</uniform>
<uniform>
<name>light_radius</name>
<type>float</type>
<value><use>light-radius</use></value>
</uniform>
<uniform>
<name>threshold_low</name>
<type>float</type>
<value><use>implicit-lightmap-threshold-low</use></value>
</uniform>
<uniform>
<name>threshold_high</name>
<type>float</type>
<value><use>implicit-lightmap-threshold-high</use></value>
</uniform>
<uniform>
<name>emit_intensity</name>
<type>float</type>
<value><use>implicit-lightmap-intensity</use></value>
</uniform>
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value><use>view_pitch_offset</use></value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value><use>view_heading_offset</use></value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value><use>view_fov</use></value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value><use>display_xsize</use></value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value><use>display_ysize</use></value>
</uniform> -->
<!-- filtering -->
<!--<uniform>
<name>gamma</name>
<type>float</type>
<value><use>gamma</use></value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value><use>brightness</use></value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value><use>use_filtering</use></value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value><use>use_night_vision</use></value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value><use>use_IR_vision</use></value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value><use>delta_T</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>cube_texture</name>
<type>sampler-cube</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value><use>material/color-mode-uniform</use></value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value><use>quality_level</use></value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value><use>tquality_level</use></value>
</uniform>
<uniform>
<name>implicit_lightmap_enabled</name>
<type>int</type>
<value><use>implicit-lightmap-enabled</use></value>
</uniform>
<uniform>
<name>use_flashlight</name>
<type>int</type>
<value><use>use-flashlight</use></value>
</uniform>
</pass>
</technique>-->
<technique n="16">
<scheme>als-lighting</scheme>
<predicate>
<and>
<less-equal>
<value type="float">2.0</value>
<float-property>/sim/rendering/shaders/model</float-property>
</less-equal>
<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>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>
<use>texture[3]/type</use>
</type>
<image>
<use>texture[3]/image</use>
</image>
<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>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type>
<use>texture[4]/type</use>
</type>
<images>
<use>texture[4]/images</use>
</images>
</texture-unit>
<texture-unit>
<unit>5</unit>
<type>
<use>texture[5]/type</use>
</type>
<image>
<use>texture[5]/image</use>
</image>
<filter>
<use>texture[5]/filter</use>
</filter>
<wrap-s>
<use>texture[5]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[5]/wrap-t</use>
</wrap-t>
</texture-unit>
<texture-unit>
<unit>7</unit>
<type>
<use>texture[7]/type</use>
</type>
<image>
<use>texture[7]/image</use>
</image>
<filter>
<use>texture[7]/filter</use>
</filter>
<wrap-s>
<use>texture[7]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[7]/wrap-t</use>
</wrap-t>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/model-interior-detailed.vert</vertex-shader>
<fragment-shader>Shaders/ALS/model-interior-display.frag</fragment-shader>
<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>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>offset_vec</name>
<type>float-vec3</type>
<value>
<use>opacity-cube-center</use>
</value>
</uniform>
<uniform>
<name>scale_vec</name>
<type>float-vec3</type>
<value>
<use>opacity-cube-scale</use>
</value>
</uniform>
<uniform>
<name>angle</name>
<type>float</type>
<value>
<use>opacity-cube-angle</use>
</value>
</uniform>
<uniform>
<name>tag_color</name>
<type>float-vec3</type>
<value>
<use>implicit-lightmap-tag-color</use>
</value>
</uniform>
<uniform>
<name>emit_color</name>
<type>float-vec3</type>
<value>
<use>implicit-lightmap-emit-color</use>
</value>
</uniform>
<uniform>
<name>light_filter_one</name>
<type>float-vec3</type>
<value>
<use>light-filter-one</use>
</value>
</uniform>
<uniform>
<name>light_filter_two</name>
<type>float-vec3</type>
<value>
<use>light-filter-two</use>
</value>
</uniform>
<uniform>
<name>light_radius</name>
<type>float</type>
<value>
<use>light-radius</use>
</value>
</uniform>
<uniform>
<name>threshold_low</name>
<type>float</type>
<value>
<use>implicit-lightmap-threshold-low</use>
</value>
</uniform>
<uniform>
<name>threshold_high</name>
<type>float</type>
<value>
<use>implicit-lightmap-threshold-high</use>
</value>
</uniform>
<uniform>
<name>emit_intensity</name>
<type>float</type>
<value>
<use>implicit-lightmap-intensity</use>
</value>
</uniform>
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value>
<use>view_pitch_offset</use>
</value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value>
<use>view_heading_offset</use>
</value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value>
<use>view_fov</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<uniform>
<name>lightmap_r_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[0]</use>
</value>
</uniform>
<uniform>
<name>lightmap_r_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[0]</use>
</value>
</uniform>
<uniform>
<name>lightmap_g_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[1]</use>
</value>
</uniform>
<uniform>
<name>lightmap_g_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[1]</use>
</value>
</uniform>
<uniform>
<name>lightmap_b_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[2]</use>
</value>
</uniform>
<uniform>
<name>lightmap_b_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[2]</use>
</value>
</uniform>
<uniform>
<name>lightmap_a_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[3]</use>
</value>
</uniform>
<uniform>
<name>lightmap_a_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[3]</use>
</value>
</uniform>
<uniform>
<name>grain_magnification</name>
<type>float</type>
<value>
<use>grain-magnification</use>
</value>
</uniform>
<uniform>
<name>irradiance_map_strength</name>
<type>float</type>
<value>
<use>irradiance-map-strength</use>
</value>
</uniform>
<uniform>
<name>ra_irradiance_map_strength</name>
<type>float</type>
<value>
<use>ra-irradiance-map-strength</use>
</value>
</uniform>
<uniform>
<name>residual_ambience_r</name>
<type>float</type>
<value>
<use>residual-ambience-r</use>
</value>
</uniform>
<uniform>
<name>residual_ambience_g</name>
<type>float</type>
<value>
<use>residual-ambience-g</use>
</value>
</uniform>
<uniform>
<name>residual_ambience_b</name>
<type>float</type>
<value>
<use>residual-ambience-b</use>
</value>
</uniform>
<uniform>
<name>sample_res</name>
<type>float</type>
<value>
<use>sample-res</use>
</value>
</uniform>
<uniform>
<name>dirt_factor</name>
<type>float</type>
<value>
<use>dirt-factor</use>
</value>
</uniform>
<uniform>
<name>contrast</name>
<type>float</type>
<value>
<use>contrast</use>
</value>
</uniform>
<!-- filtering -->
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>lightmap_texture</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>cube_texture</name>
<type>sampler-cube</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>dust_texture</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>grain_texture</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value>
<use>quality_level</use>
</value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value>
<use>tquality_level</use>
</value>
</uniform>
<uniform>
<name>implicit_lightmap_enabled</name>
<type>int</type>
<value>
<use>implicit-lightmap-enabled</use>
</value>
</uniform>
<uniform>
<name>use_flashlight</name>
<type>int</type>
<value>
<use>use-flashlight</use>
</value>
</uniform>
<uniform>
<name>lightmap_enabled</name>
<type>int</type>
<value>
<use>lightmap-enabled</use>
</value>
</uniform>
<uniform>
<name>lightmap_multi</name>
<type>int</type>
<value>
<use>lightmap-multi</use>
</value>
</uniform>
<uniform>
<name>irradiance_map_type</name>
<type>int</type>
<value>
<use>irradiance-map-type</use>
</value>
</uniform>
<uniform>
<name>ra_irradiance_map_type</name>
<type>int</type>
<value>
<use>ra-irradiance-map-type</use>
</value>
</uniform>
<uniform>
<name>grain_texture_enabled</name>
<type>int</type>
<value>
<use>grain-texture-enabled</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

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<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/model-transparent</name>
<!-- <inherits-from>Effects/shadow</inherits-from> -->
<parameters>
<texture n="0">
<type>white</type>
</texture>
<vertex-program-two-side type="bool">false</vertex-program-two-side>
<material>
<color-mode-uniform>1</color-mode-uniform>
<!-- DIFFUSE -->
</material>
</parameters>
<technique n="9">
<pass>
<lighting>true</lighting>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<active>
<use>texture[0]/active</use>
</active>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
-->
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<!-- A two-sided lighting model is set by default near the root
of the scene graph. Perhaps that ought to be set in this
effect?
-->
</pass>
</technique>
<technique n="19">
<scheme>als-lighting</scheme>
<pass>
<lighting>true</lighting>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<active>
<use>texture[0]/active</use>
</active>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/model-transparent.vert</vertex-shader>
<fragment-shader>Shaders/ALS/model-transparent.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

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<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/aurora</name>
<parameters>
<texture n="0">
<type>white</type>
</texture>
<vertex-program-two-side type="bool">true</vertex-program-two-side>
<material>
<color-mode-uniform>1</color-mode-uniform>
<!-- DIFFUSE -->
</material>
<strength>
<use>/environment/aurora/strength</use>
</strength>
<ray_factor>
<use>/environment/aurora/ray-factor</use>
</ray_factor>
<upper_alt_factor>
<use>/environment/aurora/upper-alt-factor</use>
</upper_alt_factor>
<penetration_factor>
<use>/environment/aurora/penetration-factor</use>
</penetration_factor>
<patchiness>
<use>/environment/aurora/patchiness</use>
</patchiness>
<afterglow>
<use>/environment/aurora/afterglow</use>
</afterglow>
<use_filtering>
<use>/sim/rendering/als-filters/use-filtering</use>
</use_filtering>
<gamma>
<use>/sim/rendering/als-filters/gamma</use>
</gamma>
<brightness>
<use>/sim/rendering/als-filters/brightness</use>
</brightness>
<delta_T>
<use>/environment/surface/delta-T-cloud</use>
</delta_T>
<fact_grey>
<use>/sim/rendering/als-filters/grey-factor</use>
</fact_grey>
<fact_black>
<use>/sim/rendering/als-filters/black-factor</use>
</fact_black>
<use_night_vision>
<use>/sim/rendering/als-filters/use-night-vision</use>
</use_night_vision>
<use_IR_vision>
<use>/sim/rendering/als-filters/use-IR-vision</use>
</use_IR_vision>
<display_xsize>
<use>/sim/startup/xsize</use>
</display_xsize>
<display_ysize>
<use>/sim/startup/ysize</use>
</display_ysize>
<arc_id>0.0</arc_id>
</parameters>
<technique n="19">
<scheme>als-lighting</scheme>
<predicate>
<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>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<!--<cull-face>
<use>cull-face</use>
</cull-face>-->
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/planet-aurora.vert</vertex-shader>
<fragment-shader>Shaders/ALS/planet-aurora.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>strength</name>
<type>float</type>
<value>
<use>strength</use>
</value>
</uniform>
<uniform>
<name>ray_factor</name>
<type>float</type>
<value>
<use>ray_factor</use>
</value>
</uniform>
<uniform>
<name>upper_alt_factor</name>
<type>float</type>
<value>
<use>upper_alt_factor</use>
</value>
</uniform>
<uniform>
<name>penetration_factor</name>
<type>float</type>
<value>
<use>penetration_factor</use>
</value>
</uniform>
<uniform>
<name>patchiness</name>
<type>float</type>
<value>
<use>patchiness</use>
</value>
</uniform>
<uniform>
<name>afterglow</name>
<type>float</type>
<value>
<use>afterglow</use>
</value>
</uniform>
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>arc_id</name>
<type>float</type>
<value>
<use>arc_id</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

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@ -1,442 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/planet-cloudlayer</name>
<parameters>
<texture n="0">
<type>white</type>
</texture>
<texture n="1">
<image>Models/Astro/cloud_structure.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<vertex-program-two-side type="bool">false</vertex-program-two-side>
<material>
<color-mode-uniform>1</color-mode-uniform>
<!-- DIFFUSE -->
</material>
<visibility>
<use>/environment/visibility-m</use>
</visibility>
<use-overlay-textures>
<use>/earthview/overlay-texture-flag</use>
</use-overlay-textures>
<use-cloud-normals>
<use>/earthview/cloud-normal-flag</use>
</use-cloud-normals>
<shade-effect>
<use>/earthview/shade-effect</use>
</shade-effect>
<cloudcover-bias>
<use>/earthview/cloudcover-bias</use>
</cloudcover-bias>
<sun-angle>
<use>/sim/time/sun-angle-rad</use>
</sun-angle>
<moonlight>
<use>/environment/moonlight</use>
</moonlight>
<air_pollution>
<use>/environment/air-pollution-norm</use>
</air_pollution>
<roi_x1>
<use>/earthview/roi-x1</use>
</roi_x1>
<roi_y1>
<use>/earthview/roi-y1</use>
</roi_y1>
<lightning>
<use>/earthview/lightning</use>
</lightning>
<use_filtering>
<use>/sim/rendering/als-filters/use-filtering</use>
</use_filtering>
<gamma>
<use>/sim/rendering/als-filters/gamma</use>
</gamma>
<brightness>
<use>/sim/rendering/als-filters/brightness</use>
</brightness>
<delta_T>
<use>/environment/surface/delta-T-cloud</use>
</delta_T>
<fact_grey>
<use>/sim/rendering/als-filters/grey-factor</use>
</fact_grey>
<fact_black>
<use>/sim/rendering/als-filters/black-factor</use>
</fact_black>
<use_night_vision>
<use>/sim/rendering/als-filters/use-night-vision</use>
</use_night_vision>
<use_IR_vision>
<use>/sim/rendering/als-filters/use-IR-vision</use>
</use_IR_vision>
<display_xsize>
<use>/sim/startup/xsize</use>
</display_xsize>
<display_ysize>
<use>/sim/startup/ysize</use>
</display_ysize>
</parameters>
<generate>
<normal type="int">15</normal>
<tangent type="int">6</tangent>
</generate>
<technique n="9">
<pass>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<active>
<use>texture[0]/active</use>
</active>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<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>
-->
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<!-- A two-sided lighting model is set by default near the root
of the scene graph. Perhaps that ought to be set in this
effect?
-->
</pass>
</technique>
<technique n="19">
<scheme>als-lighting</scheme>
<predicate>
<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>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<shade-model>smooth</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>transparent</rendering-hint>
<render-bin>
<bin-number>110</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[1]/image</use>
</image>
<type>
<use>texture[1]/type</use>
</type>
<filter>
<use>texture[1]/filter</use>
</filter>
<wrap-s>
<use>texture[1]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[1]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[1]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/ALS/planet.vert</vertex-shader>
<fragment-shader>Shaders/ALS/planet-cloudlayer.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>normal</name>
<index>15</index>
</attribute>
</program>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>structure_texture</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>use_overlay</name>
<type>bool</type>
<value>
<use>use-overlay-textures</use>
</value>
</uniform>
<uniform>
<name>use_cloud_normals</name>
<type>bool</type>
<value>
<use>use-cloud-normals</use>
</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>shade_effect</name>
<type>float</type>
<value>
<use>shade-effect</use>
</value>
</uniform>
<uniform>
<name>cloudcover_bias</name>
<type>float</type>
<value>
<use>cloudcover-bias</use>
</value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>sun_angle</name>
<type>float</type>
<value>
<use>sun-angle</use>
</value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value>
<use>moonlight</use>
</value>
</uniform>
<uniform>
<name>lightning</name>
<type>float</type>
<value>
<use>lightning</use>
</value>
</uniform>
<uniform>
<name>roi_x1</name>
<type>float</type>
<value>
<use>roi_x1</use>
</value>
</uniform>
<uniform>
<name>roi_y1</name>
<type>float</type>
<value>
<use>roi_y1</use>
</value>
</uniform>
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

View file

@ -1,760 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/planet</name>
<parameters>
<texture n="0">
<type>white</type>
</texture>
<texture n="1">
<image>Textures/Terrain/void.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="2">
<image>Textures/Terrain/grain_texture.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="3">
<image>Textures/Terrain/void.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<vertex-program-two-side type="bool">false</vertex-program-two-side>
<material>
<color-mode-uniform>1</color-mode-uniform>
<!-- DIFFUSE -->
</material>
<visibility>
<use>/environment/visibility-m</use>
</visibility>
<air_pollution>
<use>/environment/air-pollution-norm</use>
</air_pollution>
<use-clouds>
<use>/earthview/cloudsphere-flag</use>
</use-clouds>
<use-cloud-shadows>
<use>/earthview/cloud-shadow-flag</use>
</use-cloud-shadows>
<use-overlay-textures>
<use>/earthview/overlay-texture-flag</use>
</use-overlay-textures>
<sun-angle>
<use>/sim/time/sun-angle-rad</use>
</sun-angle>
<moonlight>
<use>/environment/moonlight</use>
</moonlight>
<use_filtering>
<use>/sim/rendering/als-filters/use-filtering</use>
</use_filtering>
<gamma>
<use>/sim/rendering/als-filters/gamma</use>
</gamma>
<brightness>
<use>/sim/rendering/als-filters/brightness</use>
</brightness>
<delta_T>
<use>/environment/surface/delta-T-cloud</use>
</delta_T>
<fact_grey>
<use>/sim/rendering/als-filters/grey-factor</use>
</fact_grey>
<fact_black>
<use>/sim/rendering/als-filters/black-factor</use>
</fact_black>
<use_night_vision>
<use>/sim/rendering/als-filters/use-night-vision</use>
</use_night_vision>
<use_IR_vision>
<use>/sim/rendering/als-filters/use-IR-vision</use>
</use_IR_vision>
<display_xsize>
<use>/sim/startup/xsize</use>
</display_xsize>
<display_ysize>
<use>/sim/startup/ysize</use>
</display_ysize>
</parameters>
<generate>
<normal type="int">15</normal>
<tangent type="int">6</tangent>
</generate>
<technique n="9">
<pass>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<active>
<use>texture[0]/active</use>
</active>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<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>
-->
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<!-- A two-sided lighting model is set by default near the root
of the scene graph. Perhaps that ought to be set in this
effect?
-->
</pass>
</technique>
<technique n="18">
<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>
<property>/earthview/normal-flag</property>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<active type="bool">false</active>
</alpha-test>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[1]/image</use>
</image>
<type>
<use>texture[1]/type</use>
</type>
<filter>
<use>texture[1]/filter</use>
</filter>
<wrap-s>
<use>texture[1]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[1]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[1]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</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>Shaders/ALS/planet.vert</vertex-shader>
<fragment-shader>Shaders/ALS/planet-high.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>normal</name>
<index>15</index>
</attribute>
</program>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>shadowtex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>grain_texture</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>normal_texture</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value>
<use>moonlight</use>
</value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>sun_angle</name>
<type>float</type>
<value>
<use>sun-angle</use>
</value>
</uniform>
<uniform>
<name>use_clouds</name>
<type>bool</type>
<value>
<use>use-clouds</use>
</value>
</uniform>
<uniform>
<name>use_overlay</name>
<type>bool</type>
<value>
<use>use-overlay-textures</use>
</value>
</uniform>
<uniform>
<name>use_cloud_shadows</name>
<type>bool</type>
<value>
<use>use-cloud-shadows</use>
</value>
</uniform>
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
</pass>
</technique>
<technique n="19">
<scheme>als-lighting</scheme>
<predicate>
<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>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<active type="bool">false</active>
</alpha-test>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[1]/image</use>
</image>
<type>
<use>texture[1]/type</use>
</type>
<filter>
<use>texture[1]/filter</use>
</filter>
<wrap-s>
<use>texture[1]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[1]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[1]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</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>Shaders/ALS/planet.vert</vertex-shader>
<fragment-shader>Shaders/ALS/planet.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>normal</name>
<index>15</index>
</attribute>
</program>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>shadowtex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>grain_texture</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>sun_angle</name>
<type>float</type>
<value>
<use>sun-angle</use>
</value>
</uniform>
<uniform>
<name>use_clouds</name>
<type>bool</type>
<value>
<use>use-clouds</use>
</value>
</uniform>
<uniform>
<name>use_overlay</name>
<type>bool</type>
<value>
<use>use-overlay-textures</use>
</value>
</uniform>
<uniform>
<name>use_cloud_shadows</name>
<type>bool</type>
<value>
<use>use-cloud-shadows</use>
</value>
</uniform>
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

View file

@ -1,300 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/procedural-light</name>
<parameters>
<texture n="0">
<type>white</type>
</texture>
<light_color_base_r type="float">1.0</light_color_base_r>
<light_color_base_g type="float">0.0</light_color_base_g>
<light_color_base_b type="float">0.0</light_color_base_b>
<light_color_center_r type="float">1.0</light_color_center_r>
<light_color_center_g type="float">1.0</light_color_center_g>
<light_color_center_b type="float">1.0</light_color_center_b>
<intensity_scale type="float">1.0</intensity_scale>
<pointing_x type="float">-1.0</pointing_x>
<pointing_y type="float">0.0</pointing_y>
<pointing_z type="float">0.0</pointing_z>
<is_directional type="bool">false</is_directional>
<is_strobe type="bool">false</is_strobe>
<inner_angle type="float">0.2</inner_angle>
<outer_angle type="float">0.4</outer_angle>
<zero_angle type="float">0.7</zero_angle>
<outer_gain type="float">0.5</outer_gain>
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<terrain_alt>
<use>/environment/mean-terrain-elevation-m</use>
</terrain_alt>
<eye_alt>
<use>/sim/rendering/eye-altitude-m</use>
</eye_alt>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
</parameters>
<technique n="19">
<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>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<active>
<use>texture[0]/active</use>
</active>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<depth>
<write-mask>false</write-mask>
</depth>
<vertex-program-two-side>false</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/light.vert</vertex-shader>
<fragment-shader>Shaders/ALS/light.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
</program>
<uniform>
<name>light_color_base_r</name>
<type>float</type>
<value>
<use>light_color_base_r</use>
</value>
</uniform>
<uniform>
<name>light_color_base_g</name>
<type>float</type>
<value>
<use>light_color_base_g</use>
</value>
</uniform>
<uniform>
<name>light_color_base_b</name>
<type>float</type>
<value>
<use>light_color_base_b</use>
</value>
</uniform>
<uniform>
<name>light_color_center_r</name>
<type>float</type>
<value>
<use>light_color_center_r</use>
</value>
</uniform>
<uniform>
<name>light_color_center_g</name>
<type>float</type>
<value>
<use>light_color_center_g</use>
</value>
</uniform>
<uniform>
<name>light_color_center_b</name>
<type>float</type>
<value>
<use>light_color_center_b</use>
</value>
</uniform>
<uniform>
<name>intensity_scale</name>
<type>float</type>
<value>
<use>intensity_scale</use>
</value>
</uniform>
<uniform>
<name>pointing_x</name>
<type>float</type>
<value>
<use>pointing_x</use>
</value>
</uniform>
<uniform>
<name>pointing_y</name>
<type>float</type>
<value>
<use>pointing_y</use>
</value>
</uniform>
<uniform>
<name>pointing_z</name>
<type>float</type>
<value>
<use>pointing_z</use>
</value>
</uniform>
<uniform>
<name>inner_angle</name>
<type>float</type>
<value>
<use>inner_angle</use>
</value>
</uniform>
<uniform>
<name>outer_angle</name>
<type>float</type>
<value>
<use>outer_angle</use>
</value>
</uniform>
<uniform>
<name>zero_angle</name>
<type>float</type>
<value>
<use>zero_angle</use>
</value>
</uniform>
<uniform>
<name>outer_gain</name>
<type>float</type>
<value>
<use>outer_gain</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value>
<use>eye_alt</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>is_directional</name>
<type>bool</type>
<value>
<use>is_directional</use>
</value>
</uniform>
<uniform>
<name>is_strobe</name>
<type>bool</type>
<value>
<use>is_strobe</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

View file

@ -1,342 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/rain-layer</name>
<parameters>
<texture n="0">
</texture>
<range>
<use>/sim/rendering/clouds3d-vis-range</use>
</range>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<flash>
<use>/environment/lightning/flash</use>
</flash>
<lightning-pos-x>
<use>/environment/lightning/lightning-pos-x</use>
</lightning-pos-x>
<lightning-pos-y>
<use>/environment/lightning/lightning-pos-y</use>
</lightning-pos-y>
<lightning-range>
<use>/environment/lightning/lightning-range</use>
</lightning-range>
<is-lightning type="bool">0</is-lightning>
<use_filtering>
<use>/sim/rendering/als-filters/use-filtering</use>
</use_filtering>
<gamma>
<use>/sim/rendering/als-filters/gamma</use>
</gamma>
<brightness>
<use>/sim/rendering/als-filters/brightness</use>
</brightness>
<delta_T>
<use>/environment/surface/delta-T-cloud</use>
</delta_T>
<fact_grey>
<use>/sim/rendering/als-filters/grey-factor</use>
</fact_grey>
<fact_black>
<use>/sim/rendering/als-filters/black-factor</use>
</fact_black>
<use_night_vision>
<use>/sim/rendering/als-filters/use-night-vision</use>
</use_night_vision>
<use_IR_vision>
<use>/sim/rendering/als-filters/use-IR-vision</use>
</use_IR_vision>
<display_xsize>
<use>/sim/startup/xsize</use>
</display_xsize>
<display_ysize>
<use>/sim/startup/ysize</use>
</display_ysize>
</parameters>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/clouds3d-enable</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>9</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/Default/rain-layer.vert</vertex-shader>
<fragment-shader>Shaders/Default/rain-layer.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>range</name>
<type>float</type>
<value>
<use>range</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>
<technique n="19">
<scheme>als-lighting</scheme>
<predicate>
<and>
<property>/sim/rendering/clouds3d-enable</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>9</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/ALS/rain-layer.vert</vertex-shader>
<fragment-shader>Shaders/ALS/rain-layer.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>range</name>
<type>float</type>
<value>
<use>range</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>flash</name>
<type>float</type>
<value>
<use>flash</use>
</value>
</uniform>
<uniform>
<name>lightning_pos_x</name>
<type>float</type>
<value>
<use>lightning-pos-x</use>
</value>
</uniform>
<uniform>
<name>lightning_pos_y</name>
<type>float</type>
<value>
<use>lightning-pos-y</use>
</value>
</uniform>
<uniform>
<name>lightning_range</name>
<type>float</type>
<value>
<use>lightning-range</use>
</value>
</uniform>
<uniform>
<name>is_lightning</name>
<type>bool</type>
<value>
<use>is-lightning</use>
</value>
</uniform>
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<!--<vertex-program-two-side>true</vertex-program-two-side>-->
</pass>
</technique>
</PropertyList>

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@ -1,5 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/reflect</name>
<inherits-from>Effects/model-default</inherits-from>
</PropertyList>

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@ -1,9 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/road-high</name>
<inherits-from>Effects/road</inherits-from>
<parameters>
<speed-factor>1.2</speed-factor>
<base-density>3.0</base-density>
</parameters>
</PropertyList>

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@ -1,9 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/road-low</name>
<inherits-from>Effects/road</inherits-from>
<parameters>
<speed-factor>0.3</speed-factor>
<base-density>0.2</base-density>
</parameters>
</PropertyList>

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@ -1,9 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/road-mid</name>
<inherits-from>Effects/road</inherits-from>
<parameters>
<speed-factor>0.8</speed-factor>
<base-density>0.25</base-density>
</parameters>
</PropertyList>

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@ -1,791 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/rock</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<!-- light grey rock with pronounced cracks -->
<base-color type="vec3d">0.9 0.95 0.94</base-color>
<overlay-color type="vec3d">0.9 0.95 0.94</overlay-color>
<overlay-alpha type="float">0.4</overlay-alpha>
<overlay-bias type="float">0.0</overlay-bias>
<contrast type="float">1.0</contrast>
<crack-depth type="float">0.6</crack-depth>
<crack-pattern-stretch type="float">7.0</crack-pattern-stretch>
<rock-brightness type="float">1.0</rock-brightness>
<grain-fade-power type="float">1.0</grain-fade-power>
<rock_strata>0</rock_strata>
<!-- dark grey rock with pronounced grain -->
<!--<base-color type="vec3d">0.85 0.83 0.81</base-color>
<overlay-bias type="float">0.0</overlay-bias>
<contrast type="float">1.0</contrast>
<crack-depth type="float">0.3</crack-depth>
<crack-pattern-stretch type="float">3.0</crack-pattern-stretch>
<rock-brightness type="float">0.8</rock-brightness>
<grain-fade-power type="float">1.1</grain-fade-power>
<rock_strata>0</rock_strata>-->
<!-- red rock with slight crack pattern -->
<!--<base-color type="vec3d">0.85 0.53 0.31</base-color>
<overlay-color type="vec3d">0.9 0.95 0.94</overlay-color>
<overlay-alpha type="float">0.1</overlay-alpha>
<overlay-bias type="float">0.0</overlay-bias>
<contrast type="float">0.6</contrast>
<crack-depth type="float">0.3</crack-depth>
<crack-pattern-stretch type="float">8.0</crack-pattern-stretch>
<rock-brightness type="float">1.3</rock-brightness>
<grain-fade-power type="float">1.3</grain-fade-power>
<rock_strata>0</rock_strata>-->
</parameters>
<technique n="16">
<scheme>als-lighting</scheme>
<predicate>
<and>
<and>
<less-equal>
<value type="float">6.0</value>
<float-property>/sim/rendering/shaders/landmass</float-property>
</less-equal>
<less-equal>
<value type="float">6.0</value>
<float-property>/sim/rendering/shaders/transition</float-property>
</less-equal>
</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>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</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>
<program>
<vertex-shader>Shaders/ALS/terrain-ultra.vert</vertex-shader>
<vertex-shader>Shaders/ALS/filters.vert</vertex-shader>
<fragment-shader>Shaders/ALS/rock.frag</fragment-shader>
<fragment-shader>Shaders/ALS/cloud-shadowfunc.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<uniform>
<name>intrinsic_wetness</name>
<type>float</type>
<value>
<use>intrinsic_wetness</use>
</value>
</uniform>
<uniform>
<name>slopeline_strength</name>
<type>float</type>
<value>
<use>slopeline_strength</use>
</value>
</uniform>
<uniform>
<name>rock_strata</name>
<type>int</type>
<value>
<use>rock_strata</use>
</value>
</uniform>
<uniform>
<name>transition_model</name>
<type>float</type>
<value>
<use>transition_model</use>
</value>
</uniform>
<uniform>
<name>overlay_bias</name>
<type>float</type>
<value>
<use>overlay-bias</use>
</value>
</uniform>
<uniform>
<name>crack_depth</name>
<type>float</type>
<value>
<use>crack-depth</use>
</value>
</uniform>
<uniform>
<name>crack_pattern_stretch</name>
<type>float</type>
<value>
<use>crack-pattern-stretch</use>
</value>
</uniform>
<uniform>
<name>grain_fade_power</name>
<type>float</type>
<value>
<use>grain-fade-power</use>
</value>
</uniform>
<uniform>
<name>rock_brightness</name>
<type>float</type>
<value>
<use>rock-brightness</use>
</value>
</uniform>
<uniform>
<name>dust_resistance</name>
<type>float</type>
<value>
<use>dust_resistance</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>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>eye_lat</name>
<type>float</type>
<value>
<use>eye_lat</use>
</value>
</uniform>
<uniform>
<name>eye_lon</name>
<type>float</type>
<value>
<use>eye_lon</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow_level</use>
</value>
</uniform>
<uniform>
<name>snow_thickness_factor</name>
<type>float</type>
<value>
<use>snow_thickness_factor</use>
</value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
<value>
<use>dust_cover_factor</use>
</value>
</uniform>
<uniform>
<name>lichen_cover_factor</name>
<type>float</type>
<value>
<use>lichen_cover_factor</use>
</value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value>
<use>wetness</use>
</value>
</uniform>
<uniform>
<name>fogstructure</name>
<type>float</type>
<value>
<use>fogstructure</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>contrast</name>
<type>float</type>
<value>
<use>contrast</use>
</value>
</uniform>
<uniform>
<name>overlay_alpha</name>
<type>float</type>
<value>
<use>overlay-alpha</use>
</value>
</uniform>
<uniform>
<name>base_color</name>
<type>float-vec3</type>
<value>
<use>base-color</use>
</value>
</uniform>
<uniform>
<name>overlay_color</name>
<type>float-vec3</type>
<value>
<use>overlay-color</use>
</value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value>
<use>view_pitch_offset</use>
</value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value>
<use>view_heading_offset</use>
</value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value>
<use>view_fov</use>
</value>
</uniform>
<uniform>
<name>landing_light1_offset</name>
<type>float</type>
<value>
<use>landing_light1_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light2_offset</name>
<type>float</type>
<value>
<use>landing_light2_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light3_offset</name>
<type>float</type>
<value>
<use>landing_light3_offset</use>
</value>
</uniform>
<!-- filtering -->
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<!-- cloud shadows -->
<uniform>
<name>cloudpos1_x</name>
<type>float</type>
<value>
<use>cloudpos1_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos1_y</name>
<type>float</type>
<value>
<use>cloudpos1_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos2_x</name>
<type>float</type>
<value>
<use>cloudpos2_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos2_y</name>
<type>float</type>
<value>
<use>cloudpos2_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos3_x</name>
<type>float</type>
<value>
<use>cloudpos3_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos3_y</name>
<type>float</type>
<value>
<use>cloudpos3_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos4_x</name>
<type>float</type>
<value>
<use>cloudpos4_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos4_y</name>
<type>float</type>
<value>
<use>cloudpos4_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos5_x</name>
<type>float</type>
<value>
<use>cloudpos5_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos5_y</name>
<type>float</type>
<value>
<use>cloudpos5_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos6_x</name>
<type>float</type>
<value>
<use>cloudpos6_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos6_y</name>
<type>float</type>
<value>
<use>cloudpos6_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos7_x</name>
<type>float</type>
<value>
<use>cloudpos7_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos7_y</name>
<type>float</type>
<value>
<use>cloudpos7_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos8_x</name>
<type>float</type>
<value>
<use>cloudpos8_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos8_y</name>
<type>float</type>
<value>
<use>cloudpos8_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos9_x</name>
<type>float</type>
<value>
<use>cloudpos9_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos9_y</name>
<type>float</type>
<value>
<use>cloudpos9_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos10_x</name>
<type>float</type>
<value>
<use>cloudpos10_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos10_y</name>
<type>float</type>
<value>
<use>cloudpos10_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos11_x</name>
<type>float</type>
<value>
<use>cloudpos11_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos11_y</name>
<type>float</type>
<value>
<use>cloudpos11_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos12_x</name>
<type>float</type>
<value>
<use>cloudpos12_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos12_y</name>
<type>float</type>
<value>
<use>cloudpos12_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos13_x</name>
<type>float</type>
<value>
<use>cloudpos13_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos13_y</name>
<type>float</type>
<value>
<use>cloudpos13_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos14_x</name>
<type>float</type>
<value>
<use>cloudpos14_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos14_y</name>
<type>float</type>
<value>
<use>cloudpos14_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos15_x</name>
<type>float</type>
<value>
<use>cloudpos15_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos15_y</name>
<type>float</type>
<value>
<use>cloudpos15_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos16_x</name>
<type>float</type>
<value>
<use>cloudpos16_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos16_y</name>
<type>float</type>
<value>
<use>cloudpos16_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos17_x</name>
<type>float</type>
<value>
<use>cloudpos17_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos17_y</name>
<type>float</type>
<value>
<use>cloudpos17_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos18_x</name>
<type>float</type>
<value>
<use>cloudpos18_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos18_y</name>
<type>float</type>
<value>
<use>cloudpos18_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos19_x</name>
<type>float</type>
<value>
<use>cloudpos19_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos19_y</name>
<type>float</type>
<value>
<use>cloudpos19_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos20_x</name>
<type>float</type>
<value>
<use>cloudpos20_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos20_y</name>
<type>float</type>
<value>
<use>cloudpos20_y</use>
</value>
</uniform>
<uniform>
<name>use_searchlight</name>
<type>int</type>
<value>
<use>use_searchlight</use>
</value>
</uniform>
<uniform>
<name>use_landing_light</name>
<type>int</type>
<value>
<use>use_landing_light</use>
</value>
</uniform>
<uniform>
<name>use_alt_landing_light</name>
<type>int</type>
<value>
<use>use_alt_landing_light</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<uniform>
<name>wind_effects</name>
<type>int</type>
<value>
<use>wind_effects</use>
</value>
</uniform>
<uniform>
<name>cloud_shadow_flag</name>
<type>int</type>
<value>
<use>cloud_shadow_flag</use>
</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>

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@ -1,11 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/runway-dds</name>
<inherits-from>Effects/runway</inherits-from>
<parameters>
<texture n="4">
<image>Textures/Runway/rwy-normalmap.dds</image>
</texture>
<normalmap_dds>1.0</normalmap_dds>
</parameters>
</PropertyList>

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@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/shadow-vol</name>
</PropertyList>

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@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/shadow</name>
</PropertyList>

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@ -1,463 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/skydome</name>
<parameters>
<mie>
<use>/sim/rendering/mie</use>
</mie>
<rayleigh>
<use>/sim/rendering/rayleigh</use>
</rayleigh>
<density>
<use>/sim/rendering/dome-density</use>
</density>
<overcast>
<use>/rendering/scene/overcast</use>
</overcast>
<saturation>
<use>/rendering/scene/saturation</use>
</saturation>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<ice_hex_col>
<use>/environment/scattering-phenomena/ice-hexagonal-column-factor</use>
</ice_hex_col>
<ice_hex_sheet>
<use>/environment/scattering-phenomena/ice-hexagonal-sheet-factor</use>
</ice_hex_sheet>
<parhelic>
<use>/environment/scattering-phenomena/parhelic-factor</use>
</parhelic>
<ring>
<use>/environment/scattering-phenomena/ring-factor</use>
</ring>
<aurora_strength>
<use>/environment/aurora/strength</use>
</aurora_strength>
<aurora_vsize>
<use>/environment/aurora/vsize</use>
</aurora_vsize>
<aurora_hsize>
<use>/environment/aurora/hsize</use>
</aurora_hsize>
<aurora_ray_factor>
<use>/environment/aurora/ray-factor</use>
</aurora_ray_factor>
<aurora_penetration_factor>
<use>/environment/aurora/penetration-factor</use>
</aurora_penetration_factor>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<terrain_alt>
<use>/environment/mean-terrain-elevation-m</use>
</terrain_alt>
<cloud_self_shading>
<use>/environment/cloud-self-shading</use>
</cloud_self_shading>
<horizon_roughness>
<use>/local-weather/config/small-scale-persistence</use>
</horizon_roughness>
<display_xsize>
<use>/sim/startup/xsize</use>
</display_xsize>
<display_ysize>
<use>/sim/startup/ysize</use>
</display_ysize>
<view_pitch_offset>
<use>/sim/current-view/pitch-offset-deg</use>
</view_pitch_offset>
<view_heading_offset>
<use>/sim/current-view/heading-offset-deg</use>
</view_heading_offset>
<view_fov>
<use>/sim/current-view/field-of-view</use>
</view_fov>
<use_searchlight>
<use>/sim/rendering/als-secondary-lights/use-searchlight</use>
</use_searchlight>
<use_landing_light>
<use>/sim/rendering/als-secondary-lights/use-landing-light</use>
</use_landing_light>
<use_alt_landing_light>
<use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use>
</use_alt_landing_light>
<landing_light1_offset>
<use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use>
</landing_light1_offset>
<landing_light2_offset>
<use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use>
</landing_light2_offset>
<landing_light3_offset>
<use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use>
</landing_light3_offset>
<use_filtering>
<use>/sim/rendering/als-filters/use-filtering</use>
</use_filtering>
<gamma>
<use>/sim/rendering/als-filters/gamma</use>
</gamma>
<brightness>
<use>/sim/rendering/als-filters/brightness</use>
</brightness>
<use_night_vision>
<use>/sim/rendering/als-filters/use-night-vision</use>
</use_night_vision>
<use_IR_vision>
<use>/sim/rendering/als-filters/use-IR-vision</use>
</use_IR_vision>
<fact_grey>
<use>/sim/rendering/als-filters/grey-factor</use>
</fact_grey>
<fact_black>
<use>/sim/rendering/als-filters/black-factor</use>
</fact_black>
<delta_T>-50.0</delta_T>
<air_pollution>
<use>/environment/air-pollution-norm</use>
</air_pollution>
</parameters>
<!-- fall back without shaders -->
<technique n="9">
<pass>
<lighting>false</lighting>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
</pass>
</technique>
<technique n="19">
<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>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<program>
<vertex-shader>Shaders/ALS/skydome.vert</vertex-shader>
<fragment-shader>Shaders/ALS/skydome.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<uniform>
<name>mK</name>
<type>float</type>
<value>
<use>mie</use>
</value>
</uniform>
<uniform>
<name>rK</name>
<type>float</type>
<value>
<use>rayleigh</use>
</value>
</uniform>
<uniform>
<name>density</name>
<type>float</type>
<value>
<use>density</use>
</value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value>
<use>overcast</use>
</value>
</uniform>
<uniform>
<name>saturation</name>
<type>float</type>
<value>
<use>saturation</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value>
<use>terrain_alt</use>
</value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value>
<use>cloud_self_shading</use>
</value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>ice_hex_col</name>
<type>float</type>
<value>
<use>ice_hex_col</use>
</value>
</uniform>
<uniform>
<name>parhelic</name>
<type>float</type>
<value>
<use>parhelic</use>
</value>
</uniform>
<uniform>
<name>ring</name>
<type>float</type>
<value>
<use>ring</use>
</value>
</uniform>
<uniform>
<name>ice_hex_sheet</name>
<type>float</type>
<value>
<use>ice_hex_sheet</use>
</value>
</uniform>
<uniform>
<name>aurora_strength</name>
<type>float</type>
<value>
<use>aurora_strength</use>
</value>
</uniform>
<uniform>
<name>aurora_vsize</name>
<type>float</type>
<value>
<use>aurora_vsize</use>
</value>
</uniform>
<uniform>
<name>aurora_hsize</name>
<type>float</type>
<value>
<use>aurora_hsize</use>
</value>
</uniform>
<uniform>
<name>aurora_ray_factor</name>
<type>float</type>
<value>
<use>aurora_ray_factor</use>
</value>
</uniform>
<uniform>
<name>aurora_penetration_factor</name>
<type>float</type>
<value>
<use>aurora_penetration_factor</use>
</value>
</uniform>
<uniform>
<name>horizon_roughness</name>
<type>float</type>
<value>
<use>horizon_roughness</use>
</value>
</uniform>
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value>
<use>view_pitch_offset</use>
</value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value>
<use>view_heading_offset</use>
</value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value>
<use>view_fov</use>
</value>
</uniform>
<uniform>
<name>landing_light1_offset</name>
<type>float</type>
<value>
<use>landing_light1_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light2_offset</name>
<type>float</type>
<value>
<use>landing_light2_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light3_offset</name>
<type>float</type>
<value>
<use>landing_light3_offset</use>
</value>
</uniform>
<uniform>
<name>use_searchlight</name>
<type>int</type>
<value>
<use>use_searchlight</use>
</value>
</uniform>
<uniform>
<name>use_landing_light</name>
<type>int</type>
<value>
<use>use_landing_light</use>
</value>
</uniform>
<uniform>
<name>use_alt_landing_light</name>
<type>int</type>
<value>
<use>use_alt_landing_light</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

View file

@ -1,963 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<!-- Altitude-dependent scattered light -->
<PropertyList>
<name>Effects/space-combined</name>
<inherits-from>Effects/model-combined</inherits-from>
<parameters>
<geo_light_r type="float">0.0</geo_light_r>
<geo_light_g type="float">0.0</geo_light_g>
<geo_light_b type="float">0.0</geo_light_b>
<geo_light_x type="float">0.0</geo_light_x>
<geo_light_y type="float">0.0</geo_light_y>
<geo_light_z type="float">0.0</geo_light_z>
<geo_light_radius type="float">0.0</geo_light_radius>
<geo_ambience type="float">0.0</geo_ambience>
<use_geo_light type="int">0</use_geo_light>
</parameters>
<technique n="5">
<scheme>als-lighting</scheme>
<pass>
<program>
<vertex-shader n="0">Shaders/ALS/space-ultra.vert</vertex-shader>
<fragment-shader n="0">Shaders/ALS/space-ultra.frag</fragment-shader>
<fragment-shader n="6">Shaders/ALS/color_temperature.frag</fragment-shader>
</program>
<uniform>
<name>BaseTex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>ReflNoiseTex</name>
<type>sampler-3d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>LightMapTex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>ReflMapTex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>Environment</name>
<type>sampler-cube</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>ReflGradientsTex</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>GrainTex</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<!-- NORMAL MAP -->
<!-- normalmap is used-->
<uniform>
<name>nmap_enabled</name>
<type>int</type>
<value>
<use>normalmap-enabled</use>
</value>
</uniform>
<!-- normalmap is .dds-->
<uniform>
<name>nmap_dds</name>
<type>int</type>
<value>
<use>normalmap-dds</use>
</value>
</uniform>
<uniform>
<name>nmap_tile</name>
<type>float</type>
<value>
<use>normalmap-tiling</use>
</value>
</uniform>
<!-- LIGHTMAP -->
<!-- lightmap is used -->
<uniform>
<name>lightmap_enabled</name>
<type>int</type>
<value>
<use>lightmap-enabled</use>
</value>
</uniform>
<!-- lightmap is multichannel -->
<uniform>
<name>lightmap_multi</name>
<type>int</type>
<value>
<use>lightmap-multi</use>
</value>
</uniform>
<uniform>
<name>lightmap_r_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[0]</use>
</value>
</uniform>
<uniform>
<name>lightmap_r_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[0]</use>
</value>
</uniform>
<uniform>
<name>lightmap_g_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[1]</use>
</value>
</uniform>
<uniform>
<name>lightmap_g_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[1]</use>
</value>
</uniform>
<uniform>
<name>lightmap_b_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[2]</use>
</value>
</uniform>
<uniform>
<name>lightmap_b_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[2]</use>
</value>
</uniform>
<uniform>
<name>lightmap_a_factor</name>
<type>float</type>
<value>
<use>lightmap-factor[3]</use>
</value>
</uniform>
<uniform>
<name>lightmap_a_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color[3]</use>
</value>
</uniform>
<uniform>
<name>darkmap_factor</name>
<type>float</type>
<value>
<use>darkmap-factor</use>
</value>
</uniform>
<!-- reflection is used -->
<uniform>
<name>refl_enabled</name>
<type>int</type>
<value>
<use>reflection-enabled</use>
</value>
</uniform>
<!-- reflection correction -->
<uniform>
<name>refl_correction</name>
<type>float</type>
<value>
<use>reflection-correction</use>
</value>
</uniform>
<!-- use a reflection map-->
<uniform>
<name>refl_map</name>
<type>int</type>
<value>
<use>reflect-map-enabled</use>
</value>
</uniform>
<!-- how are colors merged in a reflection-->
<uniform>
<name>refl_type</name>
<type>int</type>
<value>
<use>reflection-type</use>
</value>
</uniform>
<!-- reflection is dynamic -->
<uniform>
<name>refl_dynamic</name>
<type>int</type>
<value>
<use>reflection-dynamic</use>
</value>
</uniform>
<!-- set the amount of fringing colour 0.0 - 1.0 -->
<uniform>
<name>refl_rainbow</name>
<type>float</type>
<value>
<use>reflection-rainbow</use>
</value>
</uniform>
<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
<uniform>
<name>refl_fresnel</name>
<type>float</type>
<value>
<use>reflection-fresnel</use>
</value>
</uniform>
<!-- set the amount of noisiness 0.0 - 1.0 -->
<uniform>
<name>refl_noise</name>
<type>float</type>
<value>
<use>reflection-noise</use>
</value>
</uniform>
<!-- dirt -->
<uniform>
<name>dirt_enabled</name>
<type>int</type>
<value>
<use>dirt-enabled</use>
</value>
</uniform>
<uniform>
<name>dirt_multi</name>
<type>int</type>
<value>
<use>dirt-multi</use>
</value>
</uniform>
<uniform>
<name>dirt_r_color</name>
<type>float-vec3</type>
<value>
<use>dirt-color[0]</use>
</value>
</uniform>
<uniform>
<name>dirt_r_factor</name>
<type>float</type>
<value>
<use>dirt-factor[0]</use>
</value>
</uniform>
<uniform>
<name>dirt_g_color</name>
<type>float-vec3</type>
<value>
<use>dirt-color[1]</use>
</value>
</uniform>
<uniform>
<name>dirt_g_factor</name>
<type>float</type>
<value>
<use>dirt-factor[1]</use>
</value>
</uniform>
<uniform>
<name>dirt_b_color</name>
<type>float-vec3</type>
<value>
<use>dirt-color[2]</use>
</value>
</uniform>
<uniform>
<name>dirt_b_factor</name>
<type>float</type>
<value>
<use>dirt-factor[2]</use>
</value>
</uniform>
<uniform>
<name>dirt_modulates_reflection</name>
<type>int</type>
<value>
<use>dirt-modulates-reflection</use>
</value>
</uniform>
<uniform>
<name>dirt_reflection_factor</name>
<type>float</type>
<value>
<use>dirt-reflection-factor</use>
</value>
</uniform>
<!-- use a grain texture map-->
<uniform>
<name>grain_texture_enabled</name>
<type>int</type>
<value>
<use>grain-texture-enabled</use>
</value>
</uniform>
<uniform>
<name>grain_magnification</name>
<type>float</type>
<value>
<use>grain-magnification</use>
</value>
</uniform>
<!-- simulate wetness and rain-->
<uniform>
<name>rain_enabled</name>
<type>int</type>
<value>
<use>rain-enabled</use>
</value>
</uniform>
<!-- set the amount of ambient light correction 0.0 - 1.0 -->
<uniform>
<name>amb_correction</name>
<type>float</type>
<value>
<use>ambient-correction</use>
</value>
</uniform>
<uniform>
<name>hdg</name>
<type>float</type>
<value>
<use>model-hdg</use>
</value>
</uniform>
<uniform>
<name>pitch</name>
<type>float</type>
<value>
<use>model-pitch</use>
</value>
</uniform>
<uniform>
<name>roll</name>
<type>float</type>
<value>
<use>model-roll</use>
</value>
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>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>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>rain_norm</name>
<type>float</type>
<value>
<use>rnorm</use>
</value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value>
<use>wetness</use>
</value>
</uniform>
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value>
<use>view_pitch_offset</use>
</value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value>
<use>view_heading_offset</use>
</value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value>
<use>view_fov</use>
</value>
</uniform>
<uniform>
<name>landing_light1_offset</name>
<type>float</type>
<value>
<use>landing_light1_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light2_offset</name>
<type>float</type>
<value>
<use>landing_light2_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light3_offset</name>
<type>float</type>
<value>
<use>landing_light3_offset</use>
</value>
</uniform>
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>cloudpos1_x</name>
<type>float</type>
<value>
<use>cloudpos1_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos1_y</name>
<type>float</type>
<value>
<use>cloudpos1_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos2_x</name>
<type>float</type>
<value>
<use>cloudpos2_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos2_y</name>
<type>float</type>
<value>
<use>cloudpos2_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos3_x</name>
<type>float</type>
<value>
<use>cloudpos3_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos3_y</name>
<type>float</type>
<value>
<use>cloudpos3_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos4_x</name>
<type>float</type>
<value>
<use>cloudpos4_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos4_y</name>
<type>float</type>
<value>
<use>cloudpos4_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos5_x</name>
<type>float</type>
<value>
<use>cloudpos5_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos5_y</name>
<type>float</type>
<value>
<use>cloudpos5_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos6_x</name>
<type>float</type>
<value>
<use>cloudpos6_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos6_y</name>
<type>float</type>
<value>
<use>cloudpos6_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos7_x</name>
<type>float</type>
<value>
<use>cloudpos7_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos7_y</name>
<type>float</type>
<value>
<use>cloudpos7_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos8_x</name>
<type>float</type>
<value>
<use>cloudpos8_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos8_y</name>
<type>float</type>
<value>
<use>cloudpos8_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos9_x</name>
<type>float</type>
<value>
<use>cloudpos9_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos9_y</name>
<type>float</type>
<value>
<use>cloudpos9_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos10_x</name>
<type>float</type>
<value>
<use>cloudpos10_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos10_y</name>
<type>float</type>
<value>
<use>cloudpos10_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos11_x</name>
<type>float</type>
<value>
<use>cloudpos11_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos11_y</name>
<type>float</type>
<value>
<use>cloudpos11_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos12_x</name>
<type>float</type>
<value>
<use>cloudpos12_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos12_y</name>
<type>float</type>
<value>
<use>cloudpos12_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos13_x</name>
<type>float</type>
<value>
<use>cloudpos13_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos13_y</name>
<type>float</type>
<value>
<use>cloudpos13_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos14_x</name>
<type>float</type>
<value>
<use>cloudpos14_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos14_y</name>
<type>float</type>
<value>
<use>cloudpos14_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos15_x</name>
<type>float</type>
<value>
<use>cloudpos15_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos15_y</name>
<type>float</type>
<value>
<use>cloudpos15_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos16_x</name>
<type>float</type>
<value>
<use>cloudpos16_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos16_y</name>
<type>float</type>
<value>
<use>cloudpos16_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos17_x</name>
<type>float</type>
<value>
<use>cloudpos17_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos17_y</name>
<type>float</type>
<value>
<use>cloudpos17_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos18_x</name>
<type>float</type>
<value>
<use>cloudpos18_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos18_y</name>
<type>float</type>
<value>
<use>cloudpos18_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos19_x</name>
<type>float</type>
<value>
<use>cloudpos19_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos19_y</name>
<type>float</type>
<value>
<use>cloudpos19_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos20_x</name>
<type>float</type>
<value>
<use>cloudpos20_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos20_y</name>
<type>float</type>
<value>
<use>cloudpos20_y</use>
</value>
</uniform>
<uniform>
<name>cloud_shadow_flag</name>
<type>int</type>
<value>
<use>cloud_shadow_flag</use>
</value>
</uniform>
<uniform>
<name>use_searchlight</name>
<type>int</type>
<value>
<use>use_searchlight</use>
</value>
</uniform>
<uniform>
<name>use_landing_light</name>
<type>int</type>
<value>
<use>use_landing_light</use>
</value>
</uniform>
<uniform>
<name>use_alt_landing_light</name>
<type>int</type>
<value>
<use>use_alt_landing_light</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<uniform>
<name>darkmap_enabled</name>
<type>int</type>
<value>
<use>darkmap-enabled</use>
</value>
</uniform>
<uniform>
<name>geo_light_r</name>
<type>float</type>
<value>
<use>geo_light_r</use>
</value>
</uniform>
<uniform>
<name>geo_light_g</name>
<type>float</type>
<value>
<use>geo_light_g</use>
</value>
</uniform>
<uniform>
<name>geo_light_b</name>
<type>float</type>
<value>
<use>geo_light_b</use>
</value>
</uniform>
<uniform>
<name>geo_light_x</name>
<type>float</type>
<value>
<use>geo_light_x</use>
</value>
</uniform>
<uniform>
<name>geo_light_y</name>
<type>float</type>
<value>
<use>geo_light_y</use>
</value>
</uniform>
<uniform>
<name>geo_light_z</name>
<type>float</type>
<value>
<use>geo_light_z</use>
</value>
</uniform>
<uniform>
<name>geo_light_radius</name>
<type>float</type>
<value>
<use>geo_light_radius</use>
</value>
</uniform>
<uniform>
<name>geo_ambience</name>
<type>float</type>
<value>
<use>geo_ambience</use>
</value>
</uniform>
<uniform>
<name>use_geo_light</name>
<type>int</type>
<value>
<use>use_geo_light</use>
</value>
</uniform>
</pass>
</technique>
<technique n="6">
<scheme>als-lighting</scheme>
<pass>
<program>
<vertex-shader n="0">Shaders/ALS/space-base.vert</vertex-shader>
<fragment-shader n="0">Shaders/ALS/space-base.frag</fragment-shader>
</program>
</pass>
</technique>
</PropertyList>

View file

@ -1,15 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<!-- Altitude-dependent scattered light -->
<PropertyList>
<name>Effects/space</name>
<inherits-from>Effects/model-default</inherits-from>
<technique n="18">
<scheme>als-lighting</scheme>
<pass>
<program>
<vertex-shader n="0">Shaders/ALS/space-base.vert</vertex-shader>
<fragment-shader n="0">Shaders/ALS/space-base.frag</fragment-shader>
</program>
</pass>
</technique>
</PropertyList>

View file

@ -1,365 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/surface-lights-directional</name>
<parameters>
<!-- min-size, max-size, size, attenuation, cull-face parameters filled in by C++ code -->
<texture n="0">
<type>light-sprite</type>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture>
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<eye_alt>
<use>/sim/rendering/eye-altitude-m</use>
</eye_alt>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<use_night_vision>
<use>/sim/rendering/als-filters/use-night-vision</use>
</use_night_vision>
<use_IR_vision>
<use>/sim/rendering/als-filters/use-IR-vision</use>
</use_IR_vision>
</parameters>
<technique n="6">
<!-- Combined technique -->
<predicate>
<and>
<property>/sim/rendering/point-sprites</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_point_sprite</extension-supported>
<extension-supported>GL_ARB_point_parameters</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<alpha-test>
<comparison>gequal</comparison>
<reference type="float">0.1</reference>
</alpha-test>
<cull-face>back</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
<point>
<min-size>
<use>min-size</use>
</min-size>
<max-size>
<use>max-size</use>
</max-size>
<size>
<use>size</use>
</size>
<attenuation>
<use>attenuation</use>
</attenuation>
</point>
<texture-unit>
<unit>0</unit>
<point-sprite>true</point-sprite>
<type>
<use>texture[0]/type</use>
</type>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
</texture-unit>
</pass>
</technique>
<technique n="7">
<!-- Sprite technique -->
<predicate>
<and>
<property>/sim/rendering/point-sprites</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<extension-supported>GL_ARB_point_sprite</extension-supported>
</or>
</and>
</predicate>
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<cull-face>back</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
<texture-unit>
<unit>0</unit>
<point-sprite>true</point-sprite>
<type>
<use>texture[0]/type</use>
</type>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
</texture-unit>
</pass>
</technique>
<technique n="8">
<!-- Attenuation technique -->
<predicate>
<and>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<extension-supported>GL_ARB_point_parameters</extension-supported>
</or>
</and>
</predicate>
<pass>
<point>
<min-size>
<use>min-size</use>
</min-size>
<max-size>
<use>max-size</use>
</max-size>
<size>
<use>size</use>
</size>
<attenuation>
<use>attenuation</use>
</attenuation>
</point>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<lighting>false</lighting>
<cull-face>back</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
</pass>
</technique>
<technique n="9">
<!-- Basic technique -->
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<cull-face>back</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
</pass>
</technique>
<technique n="19">
<scheme>als-lighting</scheme>
<!-- ALS -->
<predicate>
<and>
<property>/sim/rendering/point-sprites</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_point_sprite</extension-supported>
<extension-supported>GL_ARB_point_parameters</extension-supported>
<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>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<!--<alpha-test>
<comparison>gequal</comparison>
<reference type="float">0.03</reference>
</alpha-test>-->
<cull-face>back</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
<point>
<min-size>
<use>min-size</use>
</min-size>
<max-size>
<use>max-size</use>
</max-size>
<size>
<use>size</use>
</size>
<attenuation>
<use>attenuation</use>
</attenuation>
</point>
<texture-unit>
<unit>0</unit>
<point-sprite>true</point-sprite>
<type>
<use>texture[0]/type</use>
</type>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
</texture-unit>
<program>
<vertex-shader>Shaders/ALS/surface-light.vert</vertex-shader>
<fragment-shader>Shaders/ALS/surface-light.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
</program>
<uniform>
<name>size</name>
<type>float</type>
<value>
<use>size</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value>
<use>eye_alt</use>
</value>
</uniform>
<uniform>
<name>max_size</name>
<type>float</type>
<value>
<use>max-size</use>
</value>
</uniform>
<uniform>
<name>is_directional</name>
<type>bool</type>
<!-- Short-term fix for unstable normals in taxiway lights -->
<value>false</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<vertex-program-point-size>true</vertex-program-point-size>
</pass>
</technique>
</PropertyList>

View file

@ -1,376 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/surface-lights</name>
<parameters>
<!-- min-size, max-size, size, attenuation, cull-face parameters filled in by C++ code -->
<texture n="0">
<type>light-sprite</type>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture>
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<eye_alt>
<use>/sim/rendering/eye-altitude-m</use>
</eye_alt>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<use_night_vision>
<use>/sim/rendering/als-filters/use-night-vision</use>
</use_night_vision>
<use_IR_vision>
<use>/sim/rendering/als-filters/use-IR-vision</use>
</use_IR_vision>
</parameters>
<technique n="6">
<!-- Combined technique -->
<predicate>
<and>
<property>/sim/rendering/point-sprites</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_point_sprite</extension-supported>
<extension-supported>GL_ARB_point_parameters</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<alpha-test>
<comparison>gequal</comparison>
<reference type="float">0.1</reference>
</alpha-test>
<cull-face>back</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
<point>
<min-size>
<use>min-size</use>
</min-size>
<max-size>
<use>max-size</use>
</max-size>
<size>
<use>size</use>
</size>
<attenuation>
<use>attenuation</use>
</attenuation>
</point>
<texture-unit>
<unit>0</unit>
<point-sprite>true</point-sprite>
<type>
<use>texture[0]/type</use>
</type>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
</texture-unit>
</pass>
</technique>
<technique n="7">
<!-- Sprite technique -->
<predicate>
<and>
<property>/sim/rendering/point-sprites</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<extension-supported>GL_ARB_point_sprite</extension-supported>
</or>
</and>
</predicate>
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<cull-face>
<use>cull-face</use>
</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
<texture-unit>
<unit>0</unit>
<point-sprite>true</point-sprite>
<type>
<use>texture[0]/type</use>
</type>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
</texture-unit>
</pass>
</technique>
<technique n="8">
<!-- Attenuation technique -->
<predicate>
<and>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<extension-supported>GL_ARB_point_parameters</extension-supported>
</or>
</and>
</predicate>
<pass>
<point>
<min-size>
<use>min-size</use>
</min-size>
<max-size>
<use>max-size</use>
</max-size>
<size>
<use>size</use>
</size>
<attenuation>
<use>attenuation</use>
</attenuation>
</point>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<lighting>false</lighting>
<cull-face>
<use>cull-face</use>
</cull-face>
<polygon-mode>
<front>point</front>
<back>point</back>
</polygon-mode>
</pass>
</technique>
<technique n="9">
<!-- Basic technique -->
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<cull-face>
<use>cull-face</use>
</cull-face>
<polygon-mode>
<front>point</front>
</polygon-mode>
</pass>
</technique>
<technique n="19">
<scheme>als-lighting</scheme>
<!-- ALS -->
<predicate>
<and>
<property>/sim/rendering/point-sprites</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_point_sprite</extension-supported>
<extension-supported>GL_ARB_point_parameters</extension-supported>
<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>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<!--<alpha-test>
<comparison>gequal</comparison>
<reference type="float">0.03</reference>
</alpha-test>-->
<cull-face>
<use>cull-face</use>
</cull-face>
<polygon-mode>
<front>point</front>
<back>point</back>
</polygon-mode>
<point>
<min-size>
<use>min-size</use>
</min-size>
<max-size>
<use>max-size</use>
</max-size>
<size>
<use>size</use>
</size>
<attenuation>
<use>attenuation</use>
</attenuation>
</point>
<texture-unit>
<unit>0</unit>
<point-sprite>true</point-sprite>
<type>
<use>texture[0]/type</use>
</type>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
</texture-unit>
<program>
<vertex-shader>Shaders/ALS/surface-light.vert</vertex-shader>
<fragment-shader>Shaders/ALS/surface-light.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
</program>
<uniform>
<name>size</name>
<type>float</type>
<value>
<use>size</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value>
<use>eye_alt</use>
</value>
</uniform>
<uniform>
<name>max_size</name>
<type>float</type>
<value>
<use>max-size</use>
</value>
</uniform>
<uniform>
<name>is_directional</name>
<type>bool</type>
<value>
<use>light-directional</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<vertex-program-point-size>true</vertex-program-point-size>
</pass>
</technique>
</PropertyList>

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<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/thrust-flame</name>
<parameters>
<texture n="0">
<type>white</type>
</texture>
<flame_radius_fraction type="float">0.2</flame_radius_fraction>
<thrust_collimation type="float">0.1</thrust_collimation>
<thrust_density type="float">0.5</thrust_density>
<base_flame_density type="float">1.0</base_flame_density>
<shock_frequency type="float">0.5</shock_frequency>
<noise_strength type="float">0.2</noise_strength>
<noise_scale type="float">0.1</noise_scale>
<flame_color_low_r type="float">0.95</flame_color_low_r>
<flame_color_low_g type="float">0.55</flame_color_low_g>
<flame_color_low_b type="float">0.0</flame_color_low_b>
<flame_color_high_r type="float">1.0</flame_color_high_r>
<flame_color_high_g type="float">0.8</flame_color_high_g>
<flame_color_high_b type="float">0.3</flame_color_high_b>
<base_flame_r type="float">1.0</base_flame_r>
<base_flame_g type="float">0.8</base_flame_g>
<base_flame_b type="float">0.3</base_flame_b>
<random_seed type="float">0.0</random_seed>
<deflection_coeff type="float">0.0</deflection_coeff>
<use_shocks type="int">1</use_shocks>
<use_noise type="int">1</use_noise>
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<terrain_alt>
<use>/environment/mean-terrain-elevation-m</use>
</terrain_alt>
<eye_alt>
<use>/sim/rendering/eye-altitude-m</use>
</eye_alt>
</parameters>
<technique n="19">
<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>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<unit>0</unit>
<active>
<use>texture[0]/active</use>
</active>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<depth>
<write-mask>false</write-mask>
</depth>
<vertex-program-two-side>false</vertex-program-two-side>
<program>
<vertex-shader>Shaders/ALS/thrustflame.vert</vertex-shader>
<fragment-shader>Shaders/ALS/thrustflame.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
</program>
<uniform>
<name>flame_radius_fraction</name>
<type>float</type>
<value>
<use>flame_radius_fraction</use>
</value>
</uniform>
<uniform>
<name>thrust_collimation</name>
<type>float</type>
<value>
<use>thrust_collimation</use>
</value>
</uniform>
<uniform>
<name>thrust_density</name>
<type>float</type>
<value>
<use>thrust_density</use>
</value>
</uniform>
<uniform>
<name>base_flame_density</name>
<type>float</type>
<value>
<use>base_flame_density</use>
</value>
</uniform>
<uniform>
<name>shock_frequency</name>
<type>float</type>
<value>
<use>shock_frequency</use>
</value>
</uniform>
<uniform>
<name>noise_strength</name>
<type>float</type>
<value>
<use>noise_strength</use>
</value>
</uniform>
<uniform>
<name>noise_scale</name>
<type>float</type>
<value>
<use>noise_scale</use>
</value>
</uniform>
<uniform>
<name>random_seed</name>
<type>float</type>
<value>
<use>random_seed</use>
</value>
</uniform>
<uniform>
<name>flame_color_low_r</name>
<type>float</type>
<value>
<use>flame_color_low_r</use>
</value>
</uniform>
<uniform>
<name>flame_color_low_g</name>
<type>float</type>
<value>
<use>flame_color_low_g</use>
</value>
</uniform>
<uniform>
<name>flame_color_low_b</name>
<type>float</type>
<value>
<use>flame_color_low_b</use>
</value>
</uniform>
<uniform>
<name>flame_color_high_r</name>
<type>float</type>
<value>
<use>flame_color_high_r</use>
</value>
</uniform>
<uniform>
<name>flame_color_high_g</name>
<type>float</type>
<value>
<use>flame_color_high_g</use>
</value>
</uniform>
<uniform>
<name>flame_color_high_b</name>
<type>float</type>
<value>
<use>flame_color_high_b</use>
</value>
</uniform>
<uniform>
<name>base_flame_r</name>
<type>float</type>
<value>
<use>base_flame_r</use>
</value>
</uniform>
<uniform>
<name>base_flame_g</name>
<type>float</type>
<value>
<use>base_flame_g</use>
</value>
</uniform>
<uniform>
<name>base_flame_b</name>
<type>float</type>
<value>
<use>base_flame_b</use>
</value>
</uniform>
<uniform>
<name>deflection_coeff</name>
<type>float</type>
<value>
<use>deflection_coeff</use>
</value>
</uniform>
<uniform>
<name>use_shocks</name>
<type>int</type>
<value>
<use>use_shocks</use>
</value>
</uniform>
<uniform>
<name>use_noise</name>
<type>int</type>
<value>
<use>use_noise</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>
<use>material/color-mode-uniform</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>

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@ -1,17 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/transition-base-dirt</name>
<inherits-from>Effects/transition</inherits-from>
<parameters>
<texture n="3">
<image>Textures/Terrain/dirt3.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<transitions type="float">1.0</transitions>
<inverse type="float">0.0</inverse>
</parameters>
</PropertyList>

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@ -1,17 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/transition-base-rock</name>
<inherits-from>Effects/transition</inherits-from>
<parameters>
<texture n="3">
<image>Textures/Terrain/herbtundra.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<transitions type="float">1.0</transitions>
<inverse type="float">1.0</inverse>
</parameters>
</PropertyList>

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@ -1,33 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/transition-base-grass-rock</name>
<inherits-from>Effects/transition</inherits-from>
<parameters>
<texture n="2">
<image>Textures/Terrain/grass10c.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="3">
<image>Textures/Terrain/rock7.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="4">
<image>Textures/Terrain.winter/mixedforest1c.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<transitions type="float">2.0</transitions>
<inverse type="float">0.0</inverse>
</parameters>
</PropertyList>

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@ -1,17 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/transition-base-rock</name>
<inherits-from>Effects/transition</inherits-from>
<parameters>
<texture n="3">
<image>Textures/Terrain/rock7.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<transitions type="float">1.0</transitions>
<inverse type="float">0.0</inverse>
</parameters>
</PropertyList>

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@ -1,373 +0,0 @@
<?xml version='1.0' encoding='UTF-8'?>
<!-- Transition effect starting from the base texture of the scenery, and changing textures according to slope in one or two steps.
parameters :
texture[0] -> base texture from the scenery
texture[2] -> intermediate texture if transitions is set to 2
texture[3] -> texture you want to transition to
texture[4] -> snow texture you want applied above snow-limit (I recommend using the corespondent winter texture for the base texture that you can find in terrain.winter)
transitions -> transitions number can be set to 1 or 2 (if set to 2 will allow for an intermediate step)
inverse -> if this is set to 1 will keep the base texture on steep slopes and transition to the texture you want (useful to add some grass patches in rocky areas)
-->
<PropertyList>
<name>Effects/transition</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="2">
<image>Textures/Terrain/transition1.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="3">
<image>Textures/Terrain/transition2.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="4">
<image>Textures/Terrain/snow3.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<rain-norm>
<use>/environment/rain-norm</use>
</rain-norm>
<snow-level>
<use>/environment/snow-level-m</use>
</snow-level>
<cloud-cover0>
<use>/environment/clouds/layer[0]/coverage-type</use>
</cloud-cover0>
<cloud-cover1>
<use>/environment/clouds/layer[1]/coverage-type</use>
</cloud-cover1>
<cloud-cover2>
<use>/environment/clouds/layer[2]/coverage-type</use>
</cloud-cover2>
<cloud-cover3>
<use>/environment/clouds/layer[3]/coverage-type</use>
</cloud-cover3>
<cloud-cover4>
<use>/environment/clouds/layer[4]/coverage-type</use>
</cloud-cover4>
<transitions type="float">2.0</transitions>
<inverse type="float">0.0</inverse>
<!-- fog include -->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
<!--<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>-->
<technique n="7">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/transition</property>
<equal>
<value type="float">0.0</value>
<float-property>/sim/rendering/rembrandt/enabled</float-property>
</equal>
<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>
<!-- Use material values that are either inherited from the
terrain-default effect or supplied by an effect derived
from this one e.g., one created in the materials library. -->
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</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>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<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>
<type>
<use>texture[2]/type</use>
</type>
<image>
<use>texture[2]/image</use>
</image>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>
<use>texture[3]/type</use>
</type>
<image>
<use>texture[3]/image</use>
</image>
<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>
<texture-unit>
<unit>3</unit>
<type>
<use>texture[4]/type</use>
</type>
<image>
<use>texture[4]/image</use>
</image>
<filter>
<use>texture[4]/filter</use>
</filter>
<wrap-s>
<use>texture[4]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[4]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type>noise</type>
</texture-unit>
<program>
<!-- <vertex-shader>Shaders/Default/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/Default/transition.vert</vertex-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/Default/transition.frag</fragment-shader>
</program>
<uniform>
<name>BaseTex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>SecondTex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>ThirdTex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>SnowTex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>RainNorm</name>
<type>float</type>
<value>
<use>rain-norm</use>
</value>
</uniform>
<uniform>
<name>SnowLevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
<uniform>
<name>Transitions</name>
<type>float</type>
<value>
<use>transitions</use>
</value>
</uniform>
<uniform>
<name>InverseSlope</name>
<type>float</type>
<value>
<use>inverse</use>
</value>
</uniform>
<uniform>
<name>CloudCover0</name>
<type>float</type>
<value>
<use>cloud-cover0</use>
</value>
</uniform>
<uniform>
<name>CloudCover1</name>
<type>float</type>
<value>
<use>cloud-cover1</use>
</value>
</uniform>
<uniform>
<name>CloudCover2</name>
<type>float</type>
<value>
<use>cloud-cover2</use>
</value>
</uniform>
<uniform>
<name>CloudCover3</name>
<type>float</type>
<value>
<use>cloud-cover3</use>
</value>
</uniform>
<uniform>
<name>CloudCover4</name>
<type>float</type>
<value>
<use>cloud-cover4</use>
</value>
</uniform>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
</PropertyList>

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<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/tree-european-deciduous</name>
<inherits-from>Effects/tree</inherits-from>
<parameters>
<num_deciduous_trees>8</num_deciduous_trees>
</parameters>
</PropertyList>

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<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/tree-european-mixed</name>
<inherits-from>Effects/tree</inherits-from>
<parameters>
<num_deciduous_trees>4</num_deciduous_trees>
</parameters>
</PropertyList>

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<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/tree-forest</name>
<inherits-from>Effects/tree</inherits-from>
<parameters>
<use_tree_shadows>true</use_tree_shadows>
<use_forest_effect>true</use_forest_effect>
<tree_patches>true</tree_patches>
</parameters>
</PropertyList>

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<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/tree-grass</name>
<inherits-from>Effects/tree</inherits-from>
<parameters>
<use_tree_shadows>false</use_tree_shadows>
<use_forest_effect>false</use_forest_effect>
</parameters>
</PropertyList>

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<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/water-dds</name>
<inherits-from>Effects/water</inherits-from>
<parameters>
<texture n="0">
<image>Textures/Water/water-reflection.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="2">
<image>Textures/Water/waves-ver10-nm.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="3">
<image>Textures/Water/water_sine_nmap.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="4">
<image>Textures/Water/water-reflection-grey.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="5">
<image>Textures/Water/sea_foam.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="6">
<image>Textures/Water/perlin-noise-nm.dds</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<normalmap_dds type="float">1.0</normalmap_dds>
</parameters>
</PropertyList>

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#version 120
uniform float fg_Fcoef;
uniform sampler2D baseTexture;
uniform float scattering;
varying float fogFactor;
varying float mie_frag;
varying float mie_frag_mod;
varying float z_pos;
varying float bottom_shade;
varying vec3 internal_pos;
varying vec3 hazeColor;
varying float flogz;
vec3 filter_combined (in vec3 color) ;
void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
if (base.a < 0.02)
discard;
float mie_factor = 0.0;
float geo_factor = 1.0;
float mie_sign = 1.0;
if (mie_frag < 0.0) {mie_sign = -1.0;}
if (mie_sign > 0.0)
{mie_factor = smoothstep(0.8, 1.0, mie_frag);}
else
{mie_factor = -1.0 * (1.0 - smoothstep(-1.0, -0.8, mie_frag));}
mie_factor *= mie_frag_mod;
// suppress effect in cloud center
float z_bias = 0.2 * (1.0 - smoothstep(2.0, 3.0, z_pos));
geo_factor *= smoothstep(-0.9 - z_bias, -0.4 - z_bias, internal_pos.x) * (1.0 -smoothstep(0.4 + z_bias, 0.9 + z_bias, internal_pos.x));
geo_factor *= smoothstep(-0.9 - z_bias, -0.4 - z_bias, internal_pos.y) * (1.0 -smoothstep(0.4 + z_bias, 0.9 + z_bias, internal_pos.y));
geo_factor *= smoothstep(0, 0.3, internal_pos.z) * (1.0 - smoothstep(0.5, 1.2, internal_pos.z));
if (mie_sign > 0.0)
{
mie_factor *=(1.0 -geo_factor);
}
float transparency = smoothstep(0.0, 0.7, base.a);
float opacity = smoothstep(0.7, 1.0, base.a);
float inverse_mie = 0.0;
if ((opacity == 0.0) && (mie_sign > 0.0)) // Mie forward scattering enhancing light
{mie_factor *= (1.0 - pow(transparency, 2.0));}
else if ((opacity == 0.0) && (mie_sign < 0.0)) // Mie forward scattering reducing reflected light
{
inverse_mie = (1.0 - pow(transparency, 2.0)) * smoothstep(0.65, 0.8, scattering);
inverse_mie *= (1.0 - smoothstep(-1.0, -0.5, mie_frag));
}
else if (mie_sign > 0.0) // bulk light absorption
{mie_factor *= - 4.0 * pow(opacity, 2.0);}
// darken the bulk of the away-facing cloud
float bulk_shade_factor = (1.0 - 0.6 * geo_factor * smoothstep(0.5, 1.0, mie_frag));
bulk_shade_factor -= 0.3 * smoothstep(0.5, 1.0, mie_frag) * (1.0 - mie_frag_mod) * (1.0 - smoothstep(0.4, 0.5, bottom_shade));
float mie_enhancement = 1.0 + clamp(mie_factor, 0.0, 1.0);
mie_enhancement = mie_enhancement * bulk_shade_factor;
vec4 finalColor = base * gl_Color;
finalColor.rgb *= mie_enhancement * (1.0 - 0.4 * inverse_mie);
finalColor.rgb = max(finalColor.rgb, gl_Color.rgb * 1.2 * bottom_shade);
finalColor.rgb = mix(hazeColor, finalColor.rgb, fogFactor );
finalColor.rgb = filter_combined(finalColor.rgb);
gl_FragColor.rgb = finalColor.rgb;
gl_FragColor.a = mix(0.0, finalColor.a, 1.0 - 0.5 * (1.0 - fogFactor));
// logarithmic depth
gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}

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@ -1,296 +0,0 @@
// -*-C++-*-
#version 120
varying float fogFactor;
varying vec3 hazeColor;
varying float mie_frag;
varying float mie_frag_mod;
varying vec3 internal_pos;
varying float bottom_shade;
varying float z_pos;
varying float flogz;
uniform float range; // From /sim/rendering/clouds3d-vis-range
uniform float detail_range; // From /sim/rendering/clouds3d_detail-range
uniform float scattering;
uniform float terminator;
uniform float altitude;
uniform float cloud_self_shading;
uniform float visibility;
uniform float moonlight;
uniform float air_pollution;
uniform float flash;
uniform float lightning_pos_x;
uniform float lightning_pos_y;
uniform float lightning_range;
attribute vec3 usrAttr1;
attribute vec3 usrAttr2;
float alpha_factor = usrAttr1.r;
float shade_factor = usrAttr1.g;
float cloud_height = usrAttr1.b;
float bottom_factor = usrAttr2.r;
float middle_factor = usrAttr2.g;
float top_factor = usrAttr2.b;
const float EarthRadius = 5800000.0;
// light_func is a generalized logistic function fit to the light intensity as a function
// of scaled terminator position obtained from Flightgear core
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 > 30.0) {return e;}
if (x < -15.0) {return 0.03;}
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
}
float mie_func (in float x, in float Mie)
{
return x + 2.0 * x * Mie * (1.0 -0.8*x) * (1.0 -0.8*x);
}
void main(void)
{
//shade_factor = shade_factor * cloud_self_shading;
//top_factor = top_factor * cloud_self_shading;
//shade_factor = min(shade_factor, top_factor);
//middle_factor = min(middle_factor, top_factor);
//bottom_factor = min(bottom_factor, top_factor);
float intensity;
float mix_factor;
bottom_shade = bottom_factor;
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight * scattering;
gl_TexCoord[0] = gl_MultiTexCoord0;
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
vec3 u = normalize(ep.xyz - l.xyz);
// Find a rotation matrix that rotates 1,0,0 into u. u, r and w are
// the columns of that matrix.
vec3 absu = abs(u);
vec3 r = normalize(vec3(-u.y, u.x, 0.0));
vec3 w = cross(u, r);
// Do the matrix multiplication by [ u r w pos]. Assume no
// scaling in the homogeneous component of pos.
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
gl_Position.xyz = gl_Vertex.x * u;
gl_Position.xyz += gl_Vertex.y * r;
gl_Position.xyz += gl_Vertex.z * w;
// Apply Z scaling to allow sprites to be squashed in the z-axis
gl_Position.z = gl_Position.z * gl_Color.w;
// Now shift the sprite to the correct position in the cloud.
gl_Position.xyz += gl_Color.xyz;
internal_pos = gl_Position.xyz/ cloud_height;
// Determine a lighting normal based on the vertex position from the
// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
float n = dot(normalize(-gl_LightSource[0].position.xyz),
normalize(vec3(gl_ModelViewMatrix * vec4(- gl_Position.x, - gl_Position.y, - gl_Position.z, 0.0))));
// prepare suppression of shadeward Mie terms
float n1 = dot(normalize(-gl_LightSource[0].position.xyz),
normalize(vec3(gl_ModelViewMatrix * vec4(- gl_Color.x, - gl_Color.y, - gl_Color.z, 0.0))));
//z_pos = dot(normalize(-gl_LightSource[0].position.xyz),
// vec3(gl_ModelViewMatrix * vec4(- gl_Position.x, - gl_Position.y, - gl_Position.z, 0.0)))/cloud_height;
float mie_suppress = smoothstep(0.0, 0.3, n1);
// Determine the position - used for fog and shading calculations
float fogCoord = length(vec3(gl_ModelViewMatrix * vec4(gl_Color.x, gl_Color.y, gl_Color.z, 1.0)));
float center_dist = length(vec3(gl_ModelViewMatrix * vec4(0.0,0.0,0.0,1.0)));
z_pos = (fogCoord - center_dist)/cloud_height;
if ((fogCoord > detail_range) && (fogCoord > center_dist) && (shade_factor < 0.7)) {
// More than detail_range away, so discard all sprites on opposite side of
// cloud center by shifting them beyond the view fustrum
gl_Position = vec4(0.0,0.0,10.0,1.0);
gl_FrontColor.a = 0.0;
} else {
// Determine the shading of the vertex. We shade it based on it's position
// in the cloud relative to the sun, and it's vertical position in the cloud.
float shade = mix(shade_factor, top_factor, smoothstep(-0.3, 0.3, n));
//if (n < 0) {
// shade = mix(top_factor, shade_factor, abs(n));
//}
if (gl_Position.z < 0.5 * cloud_height) {
shade = min(shade, mix(bottom_factor, middle_factor, gl_Position.z * 2.0 / cloud_height));
} else {
shade = min(shade, mix(middle_factor, top_factor, gl_Position.z * 2.0 / cloud_height - 1.0));
}
//float h = gl_Position.z / cloud_height;
//if (h < 0.5) {
// shade = min(shade, mix(bottom_factor, middle_factor, smoothstep(0.0, 0.5, h)));
//} else {
// shade = min(shade, mix(middle_factor, top_factor, smoothstep(2.0 * (h - 0.5)));
// }
// Final position of the sprite
vec3 relVector = gl_Position.xyz - ep.xyz;
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
// logarithmic depth
flogz = 1.0 + gl_Position.w;
// Light at the final position
// first obtain normal 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, corrected for altitude
// the altitude correction is clamped to reasonable values, sometimes altitude isn't parsed correctly, leading
// to overbright or overdark clouds
// float vertex_alt = clamp(altitude * 0.30480 + relVector.z,1000.0,10000.0);
float vertex_alt = clamp(altitude + relVector.z, 300.0, 10000.0);
float yprime = -dot(relVector, lightHorizon);
float yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
// two times terminator width governs how quickly light fades into shadow
float terminator_width = 200000.0;
float earthShade = 1.0- 0.9* smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
float earthShadeFactor = 1.0 - smoothstep(0.4, 0.5, earthShade);
// compute the light at the position
vec4 light_diffuse;
float lightArg = (terminator-yprime_alt)/100000.0;
light_diffuse.b = light_func(lightArg -1.2 * air_pollution, 1.330e-05, 0.264, 2.227, 1.08e-05, 1.0);
light_diffuse.g = light_func(lightArg -0.6 * air_pollution, 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 *= cloud_self_shading;
intensity = (1.0 - (0.8 * (1.0 - earthShade))) * length(light_diffuse.rgb);
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, min(scattering, cloud_self_shading) ))));
// correct ambient light intensity and hue before sunrise
if (earthShade < 0.6)
{
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.6,earthShade ) ));
}
gl_FrontColor.rgb = intensity * shade * normalize(mix(light_diffuse.rgb, shadedFogColor, smoothstep(0.1,0.4, (1.0 - shade) ))) ;
// lightning
vec2 lightningRelVector = relVector.xy - vec2(lightning_pos_x, lightning_pos_y);
float rCoord = length(lightningRelVector);
vec3 flash_color = vec3 (0.43, 0.57, 1.0);
float flash_factor = flash;
if (flash == 2)
{
flash_color = vec3 (0.8, 0.7, 0.4);
flash_factor = 1;
}
float rn = 0.5 + 0.5 * fract(gl_Color.x);
gl_FrontColor.rgb += flash_factor * flash_color * (1.0 - smoothstep(lightning_range, 5.0 * lightning_range, rCoord)) * rn;
// fading of cloudlets
if ((fogCoord > (0.9 * detail_range)) && (fogCoord > center_dist) && (shade_factor < 0.7)) {
// cloudlet is almost at the detail range, so fade it out.
gl_FrontColor.a = 1.0 - smoothstep(0.9 * detail_range, detail_range, fogCoord);
} else {
// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(0.9 * range, range, fogCoord));
}
gl_FrontColor.a = gl_FrontColor.a * (1.0 - smoothstep(visibility, 3.0* visibility, fogCoord));
fogFactor = exp(-fogCoord/visibility);
// haze of ground haze shader is slightly bluish
hazeColor = light_diffuse.rgb;
hazeColor.r = hazeColor.r * 0.83;
hazeColor.g = hazeColor.g * 0.9;
hazeColor = hazeColor * scattering;
// Mie correction
float Mie = 0.0;
float MieFactor = dot(normalize(lightFull), normalize(relVector));
mie_frag = MieFactor;
mie_frag_mod = mie_suppress * (1.0 - smoothstep(0.4, 0.6, bottom_factor)) * (1.0 - smoothstep(detail_range, 1.5 * detail_range, fogCoord)) * smoothstep(0.65, 0.8, scattering)
* smoothstep(0.7, 1.0, top_factor);
if (bottom_factor < 0.4) {mie_frag_mod = 0.0;}
if (bottom_factor > 0.4)
{
MieFactor = dot(normalize(lightFull), normalize(relVector));
Mie = 1.5 * smoothstep(0.9,1.0, MieFactor) * smoothstep(0.6, 0.8, bottom_factor) * (1.0-earthShadeFactor) ;
//if (MieFactor < 0.0) {Mie = - Mie;}
}
//else {Mie = 0.0;}
if (Mie > 0.0)
{
hazeColor.r = mie_func(hazeColor.r, Mie);
hazeColor.g = mie_func(hazeColor.g, 0.8* Mie);
hazeColor.b = mie_func(hazeColor.b, 0.5* Mie);
gl_FrontColor.r = mie_func(gl_FrontColor.r, Mie);
gl_FrontColor.g = mie_func(gl_FrontColor.g, 0.8* Mie);
gl_FrontColor.b = mie_func(gl_FrontColor.b, 0.5*Mie);
}
else if (MieFactor < 0.0)
{
float thickness_reduction = smoothstep(0.4, 0.8, bottom_factor) ;
float light_reduction = dot (lightFull, lightHorizon);
light_reduction *= light_reduction;
float factor_b = 0.8 + 0.2 * (1.0 - smoothstep(0.0, 0.7, -MieFactor) * thickness_reduction * light_reduction) ;
float factor_r = 0.6 + 0.4 * (1.0 - smoothstep(0.0, 0.7, -MieFactor) * thickness_reduction * light_reduction) ;
float factor_g = 0.65 + 0.35 * (1.0 - smoothstep(0.0, 0.7, -MieFactor) * thickness_reduction * light_reduction) ;
hazeColor.r *= factor_r;
hazeColor.g *= factor_g;
hazeColor.b *= factor_b;
gl_FrontColor.r *= factor_r;
gl_FrontColor.g *= factor_g;
gl_FrontColor.b *= factor_b;
}
gl_FrontColor.rgb = gl_FrontColor.rgb + moonLightColor * earthShadeFactor;
hazeColor.rgb = hazeColor.rgb + moonLightColor * earthShadeFactor;
gl_FrontColor.a = gl_FrontColor.a * alpha_factor;
gl_BackColor = gl_FrontColor;
}
}

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@ -1,30 +0,0 @@
#version 120
uniform float fg_Fcoef;
uniform sampler2D baseTexture;
varying float fogFactor;
varying vec3 hazeColor;
varying float flogz;
vec3 filter_combined (in vec3 color) ;
void main(void)
{
vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
if (base.a < 0.02)
discard;
vec4 finalColor = base * gl_Color;
finalColor.rgb = mix(hazeColor, finalColor.rgb, fogFactor );
finalColor.rgb = filter_combined(finalColor.rgb);
gl_FragColor.rgb = finalColor.rgb;
gl_FragColor.a = mix(0.0, finalColor.a, 1.0 - 0.5 * (1.0 - fogFactor));
// logarithmic depth
gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}

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// -*-C++-*-
#version 120
varying float fogFactor;
varying vec3 hazeColor;
varying float flogz;
uniform float range; // From /sim/rendering/clouds3d-vis-range
uniform float detail_range; // From /sim/rendering/clouds3d_detail-range
uniform float scattering;
uniform float terminator;
uniform float altitude;
uniform float cloud_self_shading;
uniform float visibility;
uniform float moonlight;
uniform float air_pollution;
uniform float flash;
uniform float lightning_pos_x;
uniform float lightning_pos_y;
uniform float lightning_range;
attribute vec3 usrAttr1;
attribute vec3 usrAttr2;
float alpha_factor = usrAttr1.r;
float shade_factor = usrAttr1.g;
float cloud_height = usrAttr1.b;
float bottom_factor = usrAttr2.r;
float middle_factor = usrAttr2.g;
float top_factor = usrAttr2.b;
const float EarthRadius = 5800000.0;
vec3 moonlight_perception (in vec3 light);
// light_func is a generalized logistic function fit to the light intensity as a function
// of scaled terminator position obtained from Flightgear core
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 > 30.0) {return e;}
if (x < -15.0) {return 0.03;}
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
}
float mie_func (in float x, in float Mie)
{
return x + 2.0 * x * Mie * (1.0 -0.8*x) * (1.0 -0.8*x);
}
void main(void)
{
//shade_factor = shade_factor * cloud_self_shading;
//top_factor = top_factor * cloud_self_shading;
//shade_factor = min(shade_factor, top_factor);
//middle_factor = min(middle_factor, top_factor);
//bottom_factor = min(bottom_factor, top_factor);
float intensity;
float mix_factor;
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight * scattering;
moonLightColor = moonlight_perception (moonLightColor);
gl_TexCoord[0] = gl_MultiTexCoord0;
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
vec3 u = normalize(ep.xyz - l.xyz);
// Find a rotation matrix that rotates 1,0,0 into u. u, r and w are
// the columns of that matrix.
vec3 absu = abs(u);
vec3 r = normalize(vec3(-u.y, u.x, 0.0));
vec3 w = cross(u, r);
// Do the matrix multiplication by [ u r w pos]. Assume no
// scaling in the homogeneous component of pos.
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
gl_Position.xyz = gl_Vertex.x * u;
gl_Position.xyz += gl_Vertex.y * r;
gl_Position.xyz += gl_Vertex.z * w;
// Apply Z scaling to allow sprites to be squashed in the z-axis
gl_Position.z = gl_Position.z * gl_Color.w;
// Now shift the sprite to the correct position in the cloud.
gl_Position.xyz += gl_Color.xyz;
// Determine a lighting normal based on the vertex position from the
// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
float n = dot(normalize(-gl_LightSource[0].position.xyz),
normalize(vec3(gl_ModelViewMatrix * vec4(- gl_Position.x, - gl_Position.y, - gl_Position.z, 0.0))));
// Determine the position - used for fog and shading calculations
float fogCoord = length(vec3(gl_ModelViewMatrix * vec4(gl_Color.x, gl_Color.y, gl_Color.z, 1.0)));
float center_dist = length(vec3(gl_ModelViewMatrix * vec4(0.0,0.0,0.0,1.0)));
if ((fogCoord > detail_range) && (fogCoord > center_dist) && (shade_factor < 0.7)) {
// More than detail_range away, so discard all sprites on opposite side of
// cloud center by shifting them beyond the view fustrum
gl_Position = vec4(0.0,0.0,10.0,1.0);
gl_FrontColor.a = 0.0;
} else {
// Determine the shading of the vertex. We shade it based on it's position
// in the cloud relative to the sun, and it's vertical position in the cloud.
float shade = mix(shade_factor, top_factor, smoothstep(-0.3, 0.3, n));
//if (n < 0) {
// shade = mix(top_factor, shade_factor, abs(n));
//}
if (gl_Position.z < 0.5 * cloud_height) {
shade = min(shade, mix(bottom_factor, middle_factor, gl_Position.z * 2.0 / cloud_height));
} else {
shade = min(shade, mix(middle_factor, top_factor, gl_Position.z * 2.0 / cloud_height - 1.0));
}
//float h = gl_Position.z / cloud_height;
//if (h < 0.5) {
// shade = min(shade, mix(bottom_factor, middle_factor, smoothstep(0.0, 0.5, h)));
//} else {
// shade = min(shade, mix(middle_factor, top_factor, smoothstep(2.0 * (h - 0.5)));
// }
// Final position of the sprite
vec3 relVector = gl_Position.xyz - ep.xyz;
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
// logarithmic depth
flogz = 1.0 + gl_Position.w;
// Light at the final position
// first obtain normal 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, corrected for altitude
// the altitude correction is clamped to reasonable values, sometimes altitude isn't parsed correctly, leading
// to overbright or overdark clouds
// float vertex_alt = clamp(altitude * 0.30480 + relVector.z,1000.0,10000.0);
float vertex_alt = clamp(altitude + relVector.z, 300.0, 10000.0);
float yprime = -dot(relVector, lightHorizon);
float yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
// two times terminator width governs how quickly light fades into shadow
float terminator_width = 200000.0;
float earthShade = 1.0- 0.9* smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
float earthShadeFactor = 1.0 - smoothstep(0.4, 0.5, earthShade);
// compute the light at the position
vec4 light_diffuse;
float lightArg = (terminator-yprime_alt)/100000.0;
light_diffuse.b = light_func(lightArg -1.2 * air_pollution, 1.330e-05, 0.264, 2.227, 1.08e-05, 1.0);
light_diffuse.g = light_func(lightArg -0.6 * air_pollution, 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 *= cloud_self_shading;
intensity = (1.0 - (0.8 * (1.0 - earthShade))) * length(light_diffuse.rgb);
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, min(scattering, cloud_self_shading) ))));
// correct ambient light intensity and hue before sunrise
if (earthShade < 0.6)
{
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.6,earthShade ) ));
}
gl_FrontColor.rgb = intensity * shade * normalize(mix(light_diffuse.rgb, shadedFogColor, smoothstep(0.1,0.4, (1.0 - shade) ))) ;
// lightning
vec2 lightningRelVector = relVector.xy - vec2(lightning_pos_x, lightning_pos_y);
float rCoord = length(lightningRelVector);
vec3 flash_color = vec3 (0.43, 0.57, 1.0);
float flash_factor = flash;
if (flash == 2)
{
flash_color = vec3 (0.8, 0.7, 0.4);
flash_factor = 1;
}
float rn = 0.5 + 0.5 * fract(gl_Color.x);
gl_FrontColor.rgb += flash_factor * flash_color * (1.0 - smoothstep(lightning_range, 5.0 * lightning_range, rCoord)) * rn;
// fading of cloudlets
if ((fogCoord > (0.9 * detail_range)) && (fogCoord > center_dist) && (shade_factor < 0.7)) {
// cloudlet is almost at the detail range, so fade it out.
gl_FrontColor.a = 1.0 - smoothstep(0.9 * detail_range, detail_range, fogCoord);
} else {
// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1.0 - smoothstep(0.9 * range, range, fogCoord));
}
gl_FrontColor.a = gl_FrontColor.a * (1.0 - smoothstep(visibility, 3.0* visibility, fogCoord));
fogFactor = exp(-fogCoord/visibility);
// haze of ground haze shader is slightly bluish
hazeColor = light_diffuse.rgb;
hazeColor.r = hazeColor.r * 0.83;
hazeColor.g = hazeColor.g * 0.9;
hazeColor = hazeColor * scattering;
// Mie correction
float Mie = 0.0;
float MieFactor = 0.0;
if (bottom_factor > 0.4)
{
MieFactor = dot(normalize(lightFull), normalize(relVector));
Mie = 1.5 * smoothstep(0.9,1.0, MieFactor) * smoothstep(0.6, 0.8, bottom_factor) * (1.0-earthShadeFactor) ;
//if (MieFactor < 0.0) {Mie = - Mie;}
}
//else {Mie = 0.0;}
if (Mie > 0.0)
{
hazeColor.r = mie_func(hazeColor.r, Mie);
hazeColor.g = mie_func(hazeColor.g, 0.8* Mie);
hazeColor.b = mie_func(hazeColor.b, 0.5* Mie);
gl_FrontColor.r = mie_func(gl_FrontColor.r, Mie);
gl_FrontColor.g = mie_func(gl_FrontColor.g, 0.8* Mie);
gl_FrontColor.b = mie_func(gl_FrontColor.b, 0.5*Mie);
}
else if (MieFactor < 0.0)
{
float thickness_reduction = smoothstep(0.4, 0.8, bottom_factor) ;
float light_reduction = dot (lightFull, lightHorizon);
light_reduction *= light_reduction;
float factor_b = 0.8 + 0.2 * (1.0 - smoothstep(0.0, 0.7, -MieFactor) * thickness_reduction * light_reduction) ;
float factor_r = 0.6 + 0.4 * (1.0 - smoothstep(0.0, 0.7, -MieFactor) * thickness_reduction * light_reduction) ;
float factor_g = 0.65 + 0.35 * (1.0 - smoothstep(0.0, 0.7, -MieFactor) * thickness_reduction * light_reduction) ;
hazeColor.r *= factor_r;
hazeColor.g *= factor_g;
hazeColor.b *= factor_b;
gl_FrontColor.r *= factor_r;
gl_FrontColor.g *= factor_g;
gl_FrontColor.b *= factor_b;
}
gl_FrontColor.rgb = gl_FrontColor.rgb + moonLightColor * earthShadeFactor;
hazeColor.rgb = hazeColor.rgb + moonLightColor * earthShadeFactor;
gl_FrontColor.a = gl_FrontColor.a * alpha_factor;
gl_BackColor = gl_FrontColor;
}
}

View file

@ -1,667 +0,0 @@
// -*-C++-*-
#version 120
// written by Thorsten Renk, May 2014
// based on ALS terrain shader
// Ambient term comes in gl_Color.rgb.
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
varying vec2 rawPos;
varying vec3 worldPos;
varying vec3 ecViewdir;
uniform float fg_Fcoef;
uniform sampler2D texture;
uniform sampler2D mix_texture;
uniform sampler2D grain_texture;
uniform sampler2D gradient_texture;
varying float steepness;
varying vec2 grad_dir;
varying float flogz;
uniform float visibility;
uniform float avisibility;
uniform float scattering;
uniform float terminator;
uniform float terrain_alt;
uniform float hazeLayerAltitude;
uniform float overcast;
uniform float eye_alt;
uniform float snowlevel;
uniform float dust_cover_factor;
uniform float lichen_cover_factor;
uniform float wetness;
uniform float fogstructure;
uniform float snow_thickness_factor;
uniform float cloud_self_shading;
uniform float season;
uniform float air_pollution;
uniform float grain_strength;
uniform float intrinsic_wetness;
uniform float overlay_fraction;
uniform float overlay_scale;
uniform float rotation_scale;
uniform float distortion_factor;
uniform float uv_xoffset;
uniform float uv_yoffset;
uniform float landing_light1_offset;
uniform float landing_light2_offset;
uniform float landing_light3_offset;
uniform float dust_resistance;
uniform float WindE;
uniform float WindN;
uniform float osg_SimulationTime;
uniform int quality_level;
uniform int tquality_level;
uniform int wind_effects;
uniform int cloud_shadow_flag;
uniform int rotation_flag;
uniform int use_searchlight;
uniform int use_landing_light;
uniform int use_alt_landing_light;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
float alt;
float eShade;
float yprime_alt;
float mie_angle;
float shadow_func (in float x, in float y, in float noise, in float dist);
float Noise2D(in vec2 coord, in float wavelength);
float Noise3D(in vec3 coord, in float wavelength);
float VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand);
float SlopeLines2D(in vec2 coord, in vec2 gradDir, in float wavelength, in float steepness);
float fog_func (in float targ, in float alt);
float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
float alt_factor(in float eye_alt, in float vertex_alt);
float light_distance_fading(in float dist);
float fog_backscatter(in float avisibility);
vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
vec3 get_hazeColor(in float light_arg);
vec3 searchlight();
vec3 landing_light(in float offset, in float offsetv);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
// a fade function for procedural scales which are smaller than a pixel
float detail_fade (in float scale, in float angle, in float dist)
{
float fade_dist = 2000.0 * scale * angle/max(pow(steepness,4.0), 0.1);
return 1.0 - smoothstep(0.5 * fade_dist, fade_dist, dist);
}
void main()
{
yprime_alt = diffuse_term.a;
//diffuse_term.a = 1.0;
mie_angle = gl_Color.a;
float effective_scattering = min(scattering, cloud_self_shading);
// distance to fragment
float dist = length(relPos);
// angle of view vector with horizon
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
// float altitude of fragment above sea level
float msl_altitude = (relPos.z + eye_alt);
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
// this is taken from default.frag
vec3 n;
float NdotL, NdotHV, fogFactor;
vec4 color = gl_Color;
color.a = 1.0;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewdir));
vec4 texel;
vec4 snow_texel;
vec4 detail_texel;
vec4 mix_texel;
vec4 grain_texel;
vec4 dot_texel;
vec4 gradient_texel;
vec4 foam_texel;
vec4 fragColor;
vec4 specular = vec4(0.0);
float intensity;
// Wind motion of the overlay noise simulating movement of vegetation and loose debris
vec2 windPos;
if (wind_effects > 1)
{
float windSpeed = length(vec2 (WindE,WindN)) /3.0480;
// interfering sine wave wind pattern
float sineTerm = sin(0.35 * windSpeed * osg_SimulationTime + 0.05 * (rawPos.x + rawPos.y));
sineTerm = sineTerm + sin(0.3 * windSpeed * osg_SimulationTime + 0.04 * (rawPos.x + rawPos.y));
sineTerm = sineTerm + sin(0.22 * windSpeed * osg_SimulationTime + 0.05 * (rawPos.x + rawPos.y));
sineTerm = sineTerm/3.0;
// non-linear amplification to simulate gusts
sineTerm = sineTerm * sineTerm;//smoothstep(0.2, 1.0, sineTerm);
// wind starts moving dust and leaves at around 8 m/s
float timeArg = 0.01 * osg_SimulationTime * windSpeed * smoothstep(8.0, 15.0, windSpeed);
timeArg = timeArg + 0.02 * sineTerm;
windPos = vec2 (rawPos.x + WindN * timeArg, rawPos.y + WindE * timeArg);
}
else
{
windPos = rawPos.xy;
}
// get noise at different wavelengths
// used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow
// 50m: detail texel
// 250m: detail texel
// 500m: distortion and overlay
// 1500m: overlay, detail, dust, fog
// 2000m: overlay, detail, snow, fog
// Perlin noise
float noise_10m = Noise2D(rawPos.xy, 10.0);
float noise_5m = Noise2D(rawPos.xy ,5.0);
float noise_2m = Noise2D(rawPos.xy ,2.0);
float noise_1m = Noise2D(rawPos.xy ,1.0);
float noise_01m = Noise2D(windPos.xy, 0.1);
float noisegrad_10m;
float noisegrad_5m;
float noisegrad_2m;
float noisegrad_1m;
float noise_25m = Noise2D(rawPos.xy, 25.0);
float noise_50m = Noise2D(rawPos.xy, 50.0);
float noise_250m = Noise3D(worldPos.xyz,250.0);
float noise_500m = Noise3D(worldPos.xyz, 500.0);
float noise_1500m = Noise3D(worldPos.xyz, 1500.0);
float noise_2000m = Noise3D(worldPos.xyz, 2000.0);
// tiling noise
float vnoise_overlay = VoronoiNoise2D(rawPos.xy, overlay_scale, distortion_factor, distortion_factor);
float vnoise_rotation = VoronoiNoise2D(rawPos.xy, rotation_scale, distortion_factor, distortion_factor);
// slope noise
float slopenoise_50m = SlopeLines2D(rawPos, grad_dir, 50.0, steepness);
float slopenoise_100m = SlopeLines2D(rawPos, grad_dir, 100.0, steepness);
float snownoise_25m = mix(noise_25m, slopenoise_50m, clamp(3.0*(1.0-steepness),0.0,1.0));
float snownoise_50m = mix(noise_50m, slopenoise_100m, clamp(3.0*(1.0-steepness),0.0,1.0));
// get the texels
float distortion_factor = 1.0;
vec2 stprime;
int flag = 1;
int mix_flag = 1;
float noise_term;
float snow_alpha;
float angle = vnoise_rotation * 2.0 * 3.1415;
if (rotation_flag ==2)
{
if (vnoise_rotation < 0.25) {angle = 0.5 * 3.1415926;}
else if (vnoise_rotation < 0.5) {angle = 3.1415926;}
else if (vnoise_rotation < 0.75) {angle = 1.5 * 3.1415926;}
else {angle = 0.0;}
}
if (rotation_flag > 0)
{
stprime = vec2 (cos(angle)*gl_TexCoord[0].s + sin(angle)*gl_TexCoord[0].t, -sin(angle)*gl_TexCoord[0].s + cos(angle)*gl_TexCoord[0].t);
}
else
{stprime = gl_TexCoord[0].st;}
stprime+= vec2 (uv_xoffset, uv_yoffset);
texel = texture2D(texture, stprime);
float local_autumn_factor = texel.a;
grain_texel = texture2D(grain_texture, gl_TexCoord[0].st * 25.0);
gradient_texel = texture2D(gradient_texture, gl_TexCoord[0].st * 4.0);
// we need to fade procedural structures when they get smaller than a single pixel, for this we need
// to know under what angle we see the surface
float view_angle = abs(dot(normalize(normal), normalize(ecViewdir)));
float sfactor = sqrt(2.0 * (1.0-steepness)/0.03) + abs(ct)/0.15;
// the snow texel is generated procedurally
if (msl_altitude +500.0 > snowlevel)
{
snow_texel = vec4 (0.95, 0.95, 0.95, 1.0) * (0.9 + 0.1* noise_500m + 0.1* (1.0 - noise_10m) );
snow_texel.r = snow_texel.r * (0.9 + 0.05 * (noise_10m + noise_5m));
snow_texel.g = snow_texel.g * (0.9 + 0.05 * (noise_10m + noise_5m));
snow_texel.a = 1.0;
noise_term = 0.1 * (noise_500m-0.5) ;
noise_term = noise_term + 0.2 * (snownoise_50m -0.5) * detail_fade(50.0, view_angle, 0.5*dist) ;
noise_term = noise_term + 0.2 * (snownoise_25m -0.5) * detail_fade(25.0, view_angle, 0.5*dist) ;
noise_term = noise_term + 0.3 * (noise_10m -0.5) * detail_fade(10.0, view_angle, 0.8*dist) ;
noise_term = noise_term + 0.3 * (noise_5m - 0.5) * detail_fade(5.0, view_angle, dist);
noise_term = noise_term + 0.15 * (noise_2m -0.5) * detail_fade(2.0, view_angle, dist);
noise_term = noise_term + 0.08 * (noise_1m -0.5) * detail_fade(1.0, view_angle, dist);
snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + snow_thickness_factor +0.0001*(msl_altitude -snowlevel) );
}
// the mixture/gradient texture
mix_texel = texture2D(mix_texture, stprime * 1.3);
if (mix_texel.a <0.1) {mix_flag = 0;}
// texture preparation according to detail level
// mix in hires texture patches
float dist_fact;
float nSum;
float mix_factor;
// first the second texture overlay
// transition model 0: random patch overlay without any gradient information
// transition model 1: only gradient-driven transitions, no randomness
if (mix_flag == 1)
{
//nSum = 0.18 * (2.0 * noise_2000m + 2.0 * noise_1500m + noise_500m);
//nSum = mix(nSum, 0.5, max(0.0, 2.0 * (transition_model - 0.5)));
//nSum = nSum + 0.4 * (1.0 -smoothstep(0.9,0.95, abs(steepness)+ 0.05 * (noise_50m - 0.5))) * min(1.0, 2.0 * transition_model);
//mix_factor = smoothstep(0.5, 0.54, nSum);
if (vnoise_overlay > overlay_fraction) {mix_factor = 0.0;} else {mix_factor = 1.0;}
texel = mix(texel, mix_texel, mix_factor);
local_autumn_factor = texel.a;
}
// rock for very steep gradients
if (gradient_texel.a > 0.0)
{
texel = mix(texel, gradient_texel, 1.0 - smoothstep(0.75,0.8,abs(steepness)+ 0.00002* msl_altitude + 0.05 * (noise_50m - 0.5)));
local_autumn_factor = texel.a;
}
// then the grain texture overlay
texel.rgb = mix(texel.rgb, grain_texel.rgb, grain_strength * grain_texel.a * (1.0 - mix_factor) * (1.0-smoothstep(2000.0,5000.0, dist)));
// for really hires, add procedural noise overlay
texel.rgb = texel.rgb * (1.0 + 0.4 * (noise_01m-0.5) * detail_fade(0.1, view_angle, dist)) ;
// autumn colors
float autumn_factor = season * 2.0 * (1.0 - local_autumn_factor) ;
texel.r = min(1.0, (1.0 + 2.5 * autumn_factor) * texel.r);
texel.g = texel.g;
texel.b = max(0.0, (1.0 - 4.0 * autumn_factor) * texel.b);
if (local_autumn_factor < 1.0)
{
intensity = length(texel.rgb) * (1.0 - 0.5 * smoothstep(1.1,2.0,season));
texel.rgb = intensity * normalize(mix(texel.rgb, vec3(0.23,0.17,0.08), smoothstep(1.1,2.0, season)));
}
// slope line overlay
texel.rgb = texel.rgb * (1.0 - 0.12 * slopenoise_50m - 0.08 * slopenoise_100m);
//const vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
const vec4 dust_color = vec4 (0.76, 0.65, 0.45, 1.0);
const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);
// mix vegetation
float gradient_factor = smoothstep(0.5, 1.0, steepness);
texel = mix(texel, lichen_color, gradient_factor * (0.4 * lichen_cover_factor + 0.8 * lichen_cover_factor * 0.5 * (noise_10m + (1.0 - noise_5m))) );
// mix dust
texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor *dust_resistance + 3.0 * dust_cover_factor * dust_resistance *(((noise_1500m - 0.5) * 0.125)+0.125 ) - 0.03*slopenoise_100m,0.0, 1.0) );
// mix snow
float snow_mix_factor = 0.0;
if (msl_altitude +500.0 > snowlevel)
{
snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
snow_mix_factor = snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, snow_alpha * msl_altitude+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0);
texel = mix(texel, snow_texel, snow_mix_factor);
}
// get distribution of water when terrain is wet
float combined_wetness = min(1.0, wetness + intrinsic_wetness);
float water_threshold1;
float water_threshold2;
float water_factor =0.0;
if ((dist < 5000.0)&& (quality_level > 3) && (combined_wetness>0.0))
{
water_threshold1 = 1.0-0.5* combined_wetness;
water_threshold2 = 1.0 - 0.3 * combined_wetness;
water_factor = smoothstep(water_threshold1, water_threshold2 , (0.3 * (2.0 * (1.0-noise_10m) + (1.0 -noise_5m)) * (1.0 - smoothstep(2000.0, 5000.0, dist))) - 5.0 * (1.0 -steepness));
}
// darken wet terrain
texel.rgb = texel.rgb * (1.0 - 0.6 * combined_wetness);
// light computations
vec4 light_specular = gl_LightSource[0].specular;
// 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 = normal;//vec3 (nvec.x, nvec.y, sqrt(1.0 -pow(nvec.x,2.0) - pow(nvec.y,2.0) ));
n = normalize(n);
NdotL = dot(n, lightDir);
noisegrad_10m = (noise_10m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),10.0))/0.05;
noisegrad_5m = (noise_5m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),5.0))/0.05;
noisegrad_2m = (noise_2m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),2.0))/0.05;
noisegrad_1m = (noise_1m - Noise2D(rawPos.xy+ 0.05 * normalize(lightDir.xy),1.0))/0.05;
NdotL = NdotL + (noisegrad_10m * detail_fade(10.0, view_angle,dist) + 0.5* noisegrad_5m * detail_fade(5.0, view_angle,dist)) * mix_factor/0.8;
NdotL = NdotL + 0.15 * noisegrad_2m * mix_factor/0.8 * detail_fade(2.0,view_angle,dist);
NdotL = NdotL + 0.1 * noisegrad_2m * detail_fade(2.0,view_angle,dist);
NdotL = NdotL + 0.05 * noisegrad_1m * detail_fade(1.0, view_angle,dist);
if (NdotL > 0.0) {
float shadowmap = getShadowing();
if (cloud_shadow_flag == 1) {NdotL = NdotL * shadow_func(relPos.x, relPos.y, 0.3 * noise_250m + 0.5 * noise_500m+0.2 * noise_1500m, dist);}
color += diffuse_term * NdotL * shadowmap;
NdotHV = max(dot(n, halfVector), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = ((gl_FrontMaterial.specular.rgb * 0.1 + (water_factor * vec3 (1.0, 1.0, 1.0)))
* light_specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess + (20.0 * water_factor))
* shadowmap);
}
color.a = 1.0;//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);
vec3 secondary_light = vec3 (0.0,0.0,0.0);
if (use_searchlight == 1)
{
secondary_light += searchlight();
}
if (use_landing_light == 1)
{
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
}
if (use_alt_landing_light == 1)
{
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
}
color.rgb +=secondary_light * light_distance_fading(dist);
fragColor = color * texel + specular;
float lightArg = (terminator-yprime_alt)/100000.0;
vec3 hazeColor = get_hazeColor(lightArg);
// Rayleigh color shift due to out-scattering
float rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, eye_alt+relPos.z);
float outscatter = 1.0-exp(-dist/rayleigh_length);
fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter);
// Rayleigh color shift due to in-scattering
float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0);
//float lightIntensity = length(diffuse_term.rgb)/1.73 * rShade;
float lightIntensity = length(hazeColor * effective_scattering) * rShade;
vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z);
fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
// here comes the terrain haze model
float delta_z = hazeLayerAltitude - eye_alt;
float mvisibility = min(visibility,avisibility);
if (dist > 0.04 * mvisibility)
{
alt = eye_alt;
float transmission;
float vAltitude;
float delta_zv;
float H;
float distance_in_layer;
float transmission_arg;
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
if (delta_z > 0.0) // we're inside the layer
{
if (ct < 0.0) // we look down
{
distance_in_layer = dist;
vAltitude = min(distance_in_layer,mvisibility) * ct;
delta_zv = delta_z - vAltitude;
}
else // we may look through upper layer edge
{
H = dist * ct;
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
else {distance_in_layer = dist;}
vAltitude = min(distance_in_layer,visibility) * ct;
delta_zv = delta_z - vAltitude;
}
}
else // we see the layer from above, delta_z < 0.0
{
H = dist * -ct;
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
{
distance_in_layer = 0.0;
delta_zv = 0.0;
}
else
{
vAltitude = H + delta_z;
distance_in_layer = vAltitude/H * dist;
vAltitude = min(distance_in_layer,visibility) * (-ct);
delta_zv = vAltitude;
}
}
// blur of the haze layer edge
float blur_thickness = 50.0;
float cphi = dot(vec3(0.0, 1.0, 0.0), relPos)/dist;
float ctlayer = delta_z/dist-0.01 + 0.02 * Noise2D(vec2(cphi,1.0),0.1) -0.01;
float ctblur = 0.035 ;
float blur_dist;
if (abs(delta_z) < 400.0)
{
blur_dist = dist * (1.0-smoothstep(0.0,300.0,-delta_z)) * smoothstep(-400.0,-200.0, -delta_z);
blur_dist = blur_dist * smoothstep(ctlayer-4.0*ctblur, ctlayer-ctblur, ct) * (1.0-smoothstep(ctlayer+0.5*ctblur, ctlayer+ctblur, ct));
distance_in_layer = max(distance_in_layer, blur_dist);
}
// ground haze cannot be thinner than aloft visibility in the model,
// so we need to use aloft visibility otherwise
transmission_arg = (dist-distance_in_layer)/avisibility;
float eqColorFactor;
if (visibility < avisibility)
{
if (quality_level > 3)
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
}
else
{
transmission_arg = transmission_arg + (distance_in_layer/visibility);
}
// this combines the Weber-Fechner intensity
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 - effective_scattering);
}
else
{
if (quality_level > 3)
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m - 1.0) ));
}
else
{
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
}
// this combines the Weber-Fechner intensity
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 - effective_scattering);
}
transmission = fog_func(transmission_arg, alt);
// there's always residual intensity, we should never be driven to zero
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
//float lightArg = (terminator-yprime_alt)/100000.0;
// now dim the light for haze
eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
// Mie-like factor
if (lightArg < 10.0)
{
intensity = length(hazeColor);
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
}
intensity = length(hazeColor);
if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly
{
// high altitude desaturation of the haze color
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
// blue hue of haze
hazeColor.x = hazeColor.x * 0.83;
hazeColor.y = hazeColor.y * 0.9;
// additional blue in indirect light
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
intensity = length(hazeColor);
hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
// change haze color to blue hue for strong fogging
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
// reduce haze intensity when looking at shaded surfaces, only in terminator region
float shadow = mix( min(1.0 + dot(n,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
}
// don't let the light fade out too rapidly
lightArg = (terminator + 200000.0)/100000.0;
float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
hazeColor.rgb *= eqColorFactor * eShade;
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
fragColor.rgb = mix(hazeColor + secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
}
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;
// logarithmic depth
gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}

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@ -1,530 +0,0 @@
// -*-C++-*-
#version 120
// written by Thorsten Renk, Oct 2011, based on default.frag
// Ambient term comes in gl_Color.rgb.
varying vec4 diffuse_term;
varying vec3 normal;
varying vec3 relPos;
varying vec3 worldPos;
varying vec2 rawPos;
varying vec3 ecViewdir;
uniform float fg_Fcoef;
uniform sampler2D texture;
uniform sampler2D overlay_texture;
uniform sampler2D grain_texture;
varying float steepness;
varying float flogz;
uniform float visibility;
uniform float avisibility;
uniform float scattering;
uniform float terminator;
uniform float terrain_alt;
uniform float hazeLayerAltitude;
uniform float overcast;
uniform float eye_alt;
uniform float snowlevel;
uniform float dust_cover_factor;
uniform float fogstructure;
uniform float cloud_self_shading;
uniform float snow_thickness_factor;
uniform float grit_alpha;
uniform float overlay_bias;
uniform float overlay_alpha;
uniform float base_layer_magnification;
uniform float overlay_layer_magnification;
uniform float grain_layer_magnification;
uniform float wetness;
uniform float air_pollution;
uniform float season;
uniform float landing_light1_offset;
uniform float landing_light2_offset;
uniform float landing_light3_offset;
uniform int quality_level;
uniform int tquality_level;
uniform int cloud_shadow_flag;
uniform int use_overlay;
uniform int use_grain;
uniform int use_color_overlay;
uniform int use_searchlight;
uniform int use_landing_light;
uniform int use_alt_landing_light;
const float EarthRadius = 5800000.0;
const float terminator_width = 200000.0;
float alt;
float eShade;
float yprime_alt;
float mie_angle;
float shadow_func (in float x, in float y, in float noise, in float dist);
float Noise2D(in vec2 coord, in float wavelength);
float Noise3D(in vec3 coord, in float wavelength);
float fog_func (in float targ, in float alt);
float rayleigh_in_func(in float dist, in float air_pollution, in float avisibility, in float eye_alt, in float vertex_alt);
float alt_factor(in float eye_alt, in float vertex_alt);
float light_distance_fading(in float dist);
float fog_backscatter(in float avisibility);
vec3 rayleigh_out_shift(in vec3 color, in float outscatter);
vec3 get_hazeColor(in float light_arg);
vec3 searchlight();
vec3 landing_light(in float offset, in float offsetv);
vec3 filter_combined (in vec3 color) ;
float getShadowing();
float detail_fade (in float scale, in float angle, in float dist)
{
float fade_dist = 4000.0 * scale * angle;
return 1.0 - smoothstep(0.5 * fade_dist, fade_dist, dist);
}
// this determines how light is attenuated in the distance
// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
// for distance > visibility
void main()
{
//if ((gl_FragCoord.y < ylimit) && (gl_FragCoord.x > zlimit1) && (gl_FragCoord.x < zlimit2))
// {discard;}
float effective_scattering = min(scattering, cloud_self_shading);
yprime_alt = diffuse_term.a;
//diffuse_term.a = 1.0;
mie_angle = gl_Color.a;
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
float dist = length(relPos);
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
// this is taken from default.frag
vec3 n;
float NdotL, NdotHV, fogFactor;
vec4 color = gl_Color;
color.a = 1.0;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector;
if (quality_level<6)
{halfVector = gl_LightSource[0].halfVector.xyz;}
else
{halfVector = normalize(normalize(lightDir) + normalize(ecViewdir));}
vec4 texel;
vec4 overlay_texel;
vec4 grain_texel;
vec4 snow_texel;
vec4 fragColor;
vec4 specular = vec4(0.0);
float intensity;
// get noise at different wavelengths
// used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow
// 500m: distortion and overlay
// 1500m: overlay, detail, dust, fog
// 2000m: overlay, detail, snow, fog
float noise_01m;
float noise_1m = Noise2D(rawPos.xy, 1.0);
float noise_2m;
float noise_10m = Noise2D(rawPos.xy, 10.0);
float noise_5m = Noise2D(rawPos.xy,5.0);
float noise_50m = Noise2D(rawPos.xy, 50.0);
float noise_1500m = Noise3D(worldPos.xyz, 1500.0);
float noise_2000m = Noise3D(worldPos.xyz, 2000.0);
//
// get the texels
texel = texture2D(texture, gl_TexCoord[0].st * base_layer_magnification);
float local_autumn_factor = texel.a;
float distortion_factor = 1.0;
float noise_term;
float snow_alpha;
if (quality_level > 3)
{
//snow_texel = texture2D(snow_texture, gl_TexCoord[0].st);
snow_texel = vec4 (0.95, 0.95, 0.95, 1.0) * (0.9 + 0.1* noise_50m + 0.1* (1.0 - noise_10m) );
snow_texel.a = 1.0;
noise_term = 0.1 * (noise_50m-0.5);
noise_term = noise_term + 0.2 * (noise_10m -0.5) * (1.0 - smoothstep(10000.0, 16000.0, dist) ) ;
noise_term = noise_term + 0.3 * (noise_5m -0.5) * (1.0 - smoothstep(1200.0 , 2000.0 , dist) ) ;
if (dist < 1000.0){ noise_term = noise_term + 0.3 * (noise_1m -0.5) * (1.0 - smoothstep(500.0 , 1000.0 , dist) );}
snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + snow_thickness_factor +0.0001*(relPos.z +eye_alt -snowlevel) );
}
if (use_overlay == 1)
{
overlay_texel = texture2D(overlay_texture, gl_TexCoord[0].st * overlay_layer_magnification);
texel.rgb = mix(texel.rgb, overlay_texel.rgb, overlay_texel.a * overlay_alpha * smoothstep(0.45, 0.65, overlay_bias + (0.5 * noise_1m + 0.1 * noise_2m + 0.4 * noise_10m)));
}
if (use_grain == 1)
{
grain_texel = texture2D(grain_texture, gl_TexCoord[0].st * grain_layer_magnification);
texel.rgb = mix(texel.rgb, grain_texel.rgb, grain_texel.a);
}
float dist_fact;
float nSum;
float mix_factor;
float water_factor = 0.0;
float water_threshold1;
float water_threshold2;
// get distribution of water when terrain is wet
if ((dist < 3000.0)&& (quality_level > 3) && (wetness>0.0))
{
water_threshold1 = 1.0-0.5* wetness;
water_threshold2 = 1.0 - 0.3 * wetness;
water_factor = smoothstep(water_threshold1, water_threshold2 , 0.5 * (noise_5m + (1.0 -noise_1m))) * (1.0 - smoothstep(1000.0, 3000.0, dist));
}
// color and shade variation of the grass
if (use_color_overlay == 1)
{
float nfact_1m = 3.0 * (noise_1m - 0.5) * detail_fade(1.0, abs(ct),dist);//* (1.0 - smoothstep(3000.0, 6000.0, dist/ abs(ct)));
float nfact_5m = 2.0 * (noise_5m - 0.5) * detail_fade(2.0, abs(ct),dist);;
float nfact_10m = 1.0 * (noise_10m - 0.5);
texel.rgb = texel.rgb * (0.85 + 0.1 * (nfact_1m * detail_fade(1.0, abs(ct),dist) + nfact_5m + nfact_10m) * grit_alpha);
texel.r = texel.r * (1.0 + 0.14 * smoothstep(0.5,0.7, 0.33*(2.0 * noise_10m + (1.0-noise_5m))));
}
// autumn colors
float autumn_factor = season * 2.0 * (1.0 - local_autumn_factor) ;
texel.r = min(1.0, (1.0 + 2.5 * autumn_factor) * texel.r);
texel.g = texel.g;
texel.b = max(0.0, (1.0 - 4.0 * autumn_factor) * texel.b);
if (local_autumn_factor < 1.0)
{
intensity = length(texel.rgb) * (1.0 - 0.5 * smoothstep(1.1,2.0,season));
texel.rgb = intensity * normalize(mix(texel.rgb, vec3(0.23,0.17,0.08), smoothstep(1.1,2.0, season)));
}
vec4 dust_color;
if (quality_level > 3)
{
// mix dust
dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor + 3.0 * dust_cover_factor * (((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
// mix snow
snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
texel = mix(texel, snow_texel, snow_texel.a * smoothstep(snowlevel, snowlevel+200.0, snow_alpha * (relPos.z + eye_alt)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
}
// darken grass when wet
texel.rgb = texel.rgb * (1.0 - 0.6 * wetness);
// light computations
vec4 light_specular = gl_LightSource[0].specular ;
// 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);
n = normal;//vec3 (nvec.x, nvec.y, sqrt(1.0 -pow(nvec.x,2.0) - pow(nvec.y,2.0) ));
n = normalize(n);
NdotL = dot(n, lightDir);
if ((dist < 200.0) && (quality_level > 4))
{
noise_01m = Noise2D(rawPos.xy,0.1);
NdotL = NdotL + 0.8 * (noise_01m-0.5) * grit_alpha * detail_fade(0.1, abs(ct),dist) * (1.0 - water_factor);
}
if (NdotL > 0.0) {
float shadowmap = getShadowing();
if (cloud_shadow_flag == 1)
{NdotL = NdotL * shadow_func(relPos.x, relPos.y, noise_1500m, dist);}
color += diffuse_term * NdotL * shadowmap;
NdotHV = max(dot(n, halfVector), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = ((gl_FrontMaterial.specular.rgb + (water_factor * vec3 (1.0, 1.0, 1.0)))
* light_specular.rgb
* pow(NdotHV, (gl_FrontMaterial.shininess + 20.0 * water_factor))
* shadowmap);
}
color.a = 1.0;
// 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);
vec3 secondary_light = vec3 (0.0,0.0,0.0);
if (use_searchlight == 1)
{
secondary_light += searchlight();
}
if (use_landing_light == 1)
{
secondary_light += landing_light(landing_light1_offset, landing_light3_offset);
}
if (use_alt_landing_light == 1)
{
secondary_light += landing_light(landing_light2_offset, landing_light3_offset);
}
color.rgb +=secondary_light * light_distance_fading(dist);
fragColor = color * texel + specular;
float lightArg = (terminator-yprime_alt)/100000.0;
vec3 hazeColor = get_hazeColor(lightArg);
// Rayleigh color shift due to out-scattering
if ((quality_level > 5) && (tquality_level > 5))
{
float rayleigh_length = 0.5 * avisibility * (2.5 - 1.9 * air_pollution)/alt_factor(eye_alt, eye_alt+relPos.z);
float outscatter = 1.0-exp(-dist/rayleigh_length);
fragColor.rgb = rayleigh_out_shift(fragColor.rgb,outscatter);
// Rayleigh color shift due to in-scattering
float rShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt + 420000.0);
float lightIntensity = length(hazeColor * effective_scattering) * rShade;
vec3 rayleighColor = vec3 (0.17, 0.52, 0.87) * lightIntensity;
float rayleighStrength = rayleigh_in_func(dist, air_pollution, avisibility/max(lightIntensity,0.05), eye_alt, eye_alt + relPos.z);
fragColor.rgb = mix(fragColor.rgb, rayleighColor,rayleighStrength);
}
// here comes the terrain haze model
float delta_z = hazeLayerAltitude - eye_alt;
float mvisibility = min(visibility,avisibility);
if (dist > 0.04 * mvisibility)
{
alt = eye_alt;
float transmission;
float vAltitude;
float delta_zv;
float H;
float distance_in_layer;
float transmission_arg;
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
if (delta_z > 0.0) // we're inside the layer
{
if (ct < 0.0) // we look down
{
distance_in_layer = dist;
vAltitude = min(distance_in_layer,mvisibility) * ct;
delta_zv = delta_z - vAltitude;
}
else // we may look through upper layer edge
{
H = dist * ct;
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
else {distance_in_layer = dist;}
vAltitude = min(distance_in_layer,visibility) * ct;
delta_zv = delta_z - vAltitude;
}
}
else // we see the layer from above, delta_z < 0.0
{
H = dist * -ct;
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
{
distance_in_layer = 0.0;
delta_zv = 0.0;
}
else
{
vAltitude = H + delta_z;
distance_in_layer = vAltitude/H * dist;
vAltitude = min(distance_in_layer,visibility) * (-ct);
delta_zv = vAltitude;
}
}
// ground haze cannot be thinner than aloft visibility in the model,
// so we need to use aloft visibility otherwise
transmission_arg = (dist-distance_in_layer)/avisibility;
float eqColorFactor;
if (visibility < avisibility)
{
if (quality_level > 3)
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
}
else
{
transmission_arg = transmission_arg + (distance_in_layer/visibility);
}
// this combines the Weber-Fechner intensity
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 - effective_scattering);
}
else
{
if (quality_level > 3)
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m - 1.0) ));
}
else
{
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
}
// this combines the Weber-Fechner intensity
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 - effective_scattering);
}
transmission = fog_func(transmission_arg, alt);
// there's always residual intensity, we should never be driven to zero
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
// now dim the light for haze
eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
// Mie-like factor
if (lightArg < 10.0)
{intensity = length(hazeColor);
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
}
// high altitude desaturation of the haze color
intensity = length(hazeColor);
if (intensity>0.0)
{
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
// blue hue of haze
hazeColor.x = hazeColor.x * 0.83;
hazeColor.y = hazeColor.y * 0.9;
// additional blue in indirect light
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
intensity = length(hazeColor);
hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
// change haze color to blue hue for strong fogging
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
// reduce haze intensity when looking at shaded surfaces, only in terminator region
float shadow = mix( min(1.0 + dot(n,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
}
//hazeColor = clamp(hazeColor,0.0,1.0);
// don't let the light fade out too rapidly
lightArg = (terminator + 200000.0)/100000.0;
float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
hazeColor.rgb *= eqColorFactor * eShade;
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
fragColor.rgb = mix(hazeColor+secondary_light * fog_backscatter(mvisibility), fragColor.rgb,transmission);
}
fragColor.rgb = filter_combined(fragColor.rgb);
gl_FragColor = fragColor;
// logarithmic depth
gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}

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@ -1,212 +0,0 @@
// -*-C++-*-
#version 120
uniform float fg_Fcoef;
uniform sampler2D texture;
uniform float color_base_r;
uniform float color_base_g;
uniform float color_base_b;
uniform float color_alt_r;
uniform float color_alt_g;
uniform float color_alt_b;
uniform float visibility;
uniform float avisibility;
uniform float hazeLayerAltitude;
uniform float eye_alt;
uniform float terminator;
uniform float scattering;
uniform float osg_SimulationTime;
varying vec3 vertex;
varying vec3 relPos;
varying vec3 normal;
varying float flogz;
const float terminator_width = 200000.0;
float Noise2D(in vec2 coord, in float wavelength);
float VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand);
float fog_func (in float targ, in float alt);
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));
}
void main()
{
float noise = 0.0;
vec3 color_base = vec3 (color_base_r, color_base_g, color_base_b);
vec3 color_alt = vec3 (color_alt_r, color_alt_g, color_alt_b);
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
vec3 viewDir = normalize(relPos);
vec2 lookup_coords = vertex.yz;
lookup_coords.x += 0.03* osg_SimulationTime;
float domain_size = 0.05;
float r = length(vertex);
float domain_noise = VoronoiNoise2D(lookup_coords, domain_size, 0.0, 0.0);
domain_noise = domain_noise * (1.0- smoothstep(0.5, 1.0, r));
if (domain_noise < 0.9) {discard;}
// fogging
float dist = length(relPos);
float delta_z = hazeLayerAltitude - eye_alt;
float transmission;
float vAltitude;
float delta_zv;
float H;
float distance_in_layer;
float transmission_arg;
// angle with horizon
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
if (delta_z > 0.0) // we're inside the layer
{
if (ct < 0.0) // we look down
{
distance_in_layer = dist;
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
delta_zv = delta_z - vAltitude;
}
else // we may look through upper layer edge
{
H = dist * ct;
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
else {distance_in_layer = dist;}
vAltitude = min(distance_in_layer,visibility) * ct;
delta_zv = delta_z - vAltitude;
}
}
else // we see the layer from above, delta_z < 0.0
{
H = dist * -ct;
if (H < (-delta_z))
{
distance_in_layer = 0.0;
delta_zv = 0.0;
}
else
{
vAltitude = H + delta_z;
distance_in_layer = vAltitude/H * dist;
vAltitude = min(distance_in_layer,visibility) * (-ct);
delta_zv = vAltitude;
}
}
transmission_arg = (dist-distance_in_layer)/avisibility;
if (visibility < avisibility)
{
transmission_arg = transmission_arg + (distance_in_layer/visibility);
}
else
{
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
}
transmission = fog_func(transmission_arg, 0.0);
float lightArg = terminator/100000.0;
float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, 0.0)) + 0.4;
vec4 light_diffuse;
light_diffuse.b = light_func(lightArg , 1.330e-05, 0.264, 2.227, 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 *=scattering;
float intensity = length(light_diffuse.rgb);
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) ));
vec4 domainTexel;
if (domain_noise > 0.9) {domainTexel = vec4 (1.0, 1.0, 1.0, 1.0);}
else {domainTexel = vec4 (0.0, 0.0, 0.0, 0.0);}
vec2 coords_raw = lookup_coords/domain_size;
coords_raw += vec2(0.5,0.5);
float coord_int_x = coords_raw.x - fract(coords_raw.x) ;
float coord_int_y = coords_raw.y - fract(coords_raw.y) ;
vec2 domain_coords = vec2 (coords_raw.x - coord_int_x, coords_raw.y - coord_int_y);
float domain_x = coords_raw.x - coord_int_x;
domain_coords.y = clamp(domain_coords.y, 0.05, 0.95);
domain_coords.x *=0.25;
float shape_select = 0.0;
if (domain_noise > 0.975) {shape_select = 0.25;}
else if (domain_noise > 0.95) {shape_select = 0.5;}
else if (domain_noise > 0.925) {shape_select = 0.75;}
float t_fact = fract(osg_SimulationTime);
if (t_fact > 0.75) {shape_select +=0.75;}
else if (t_fact > 0.5) {shape_select +=0.5;}
else if (t_fact > 0.25) {shape_select +=0.25;}
domain_coords.x += shape_select;
vec4 shapeTexel = texture2D(texture, domain_coords);
color_base.rgb = mix(color_alt.rgb, color_base.rgb, length(shapeTexel.rgb)/1.73);
if ((domain_coords.y < 0.1) || (domain_coords.y > 0.9)) {shapeTexel.a = 0.0;}
if ((domain_x < 0.1) || (domain_x > 0.9)) {shapeTexel.a = 0.0;}
domainTexel.rgb *= color_base.rgb;
vec4 birdTexel;
birdTexel.rgb = domainTexel.rgb * light_diffuse.rgb;
birdTexel.a = domainTexel.a * shapeTexel.a * transmission;
gl_FragColor = birdTexel;
// logarithmic depth
gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}

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// -*-C++-*-
#version 120
varying vec3 vertex;
varying vec3 relPos;
varying vec3 normal;
varying float flogz;
uniform float osg_SimulationTime;
void main()
{
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
vec3 u = normalize(ep.xyz - l.xyz);
vec3 absu = abs(u);
vec3 r = normalize(vec3(-u.y, u.x, 0.0));
vec3 w = cross(u, r);
vertex = gl_Vertex.xyz;
relPos = vertex - ep.xyz;
normal = gl_NormalMatrix * gl_Normal;
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
gl_Position.xyz = gl_Vertex.x * u;
gl_Position.xyz += gl_Vertex.y * r;
gl_Position.xyz += gl_Vertex.z * w;
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
// logarithmic depth
flogz = 1.0 + gl_Position.w;
//vec4 offset = gl_ModelViewProjectionMatrix * vec4 (0.05* osg_SimulationTime, 0.0, 0.0, 1.0);
//gl_Position +=offset;
//gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FrontColor = vec4 (1.0,1.0,1.0,1.0);
gl_BackColor = gl_FrontColor;
}

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// This shader is mostly an adaptation of the shader found at
// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
// © Michael Horsch - 2005
// Major update and revisions - 2011-10-07
// © Emilian Huminiuc and Vivian Meazza
// Optimisation - 2012-5-05
// © Emilian Huminiuc and Vivian Meazza
// Ported to the Atmospheric Light Scattering Framework
// by Thorsten Renk, Aug. 2013
#version 120
#define fps2kts 0.5925
uniform float fg_Fcoef;
uniform sampler2D water_normalmap;
uniform sampler2D water_reflection;
uniform sampler2D water_dudvmap;
uniform sampler2D water_reflection_grey;
uniform sampler2D sea_foam;
uniform sampler2D alpha_tex;
uniform sampler2D bowwave_nmap;
uniform float saturation, Overcast, WindE, WindN, spd, hdg;
uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
uniform int Status;
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 float cloud_self_shading;
uniform float eye_alt;
uniform float fogstructure;
uniform float ice_cover;
uniform float sea_r;
uniform float sea_g;
uniform float sea_b;
uniform int quality_level;
varying vec4 waterTex1; //moving texcoords
varying vec4 waterTex2; //moving texcoords
varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
varying vec3 relPos;
varying float earthShade;
varying float yprime_alt;
varying float mie_angle;
varying float steepness;
varying float flogz;
vec3 specular_light;
float fog_func (in float targ, in float alt);
vec3 get_hazeColor(in float light_arg);
vec3 filter_combined (in vec3 color) ;
const float terminator_width = 200000.0;
const float EarthRadius = 5800000.0;
/////// functions /////////
float normalize_range(float _val)
{
if (_val > 180.0)
return _val - 360.0;
else
return _val;
}
void relWind(out float rel_wind_speed_kts, out float rel_wind_from_rad)
{
//calculate the carrier speed north and east in kts
float speed_north_kts = cos(radians(hdg)) * spd ;
float speed_east_kts = sin(radians(hdg)) * spd ;
//calculate the relative wind speed north and east in kts
float rel_wind_speed_from_east_kts = WindE*fps2kts + speed_east_kts;
float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts;
//combine relative speeds north and east to get relative windspeed in kts
rel_wind_speed_kts = sqrt(rel_wind_speed_from_east_kts*rel_wind_speed_from_east_kts
+ rel_wind_speed_from_north_kts*rel_wind_speed_from_north_kts);
//calculate the relative wind direction
float rel_wind_from_deg = degrees(atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts));
// rel_wind_from_rad = atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts);
float rel_wind = rel_wind_from_deg - hdg;
rel_wind = normalize_range(rel_wind);
rel_wind_from_rad = radians(rel_wind);
}
void rotationmatrix(in float angle, out mat4 rotmat)
{
rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
sin( angle ), cos( angle ), 0.0, 0.0,
0.0 , 0.0 , 1.0, 0.0,
0.0 , 0.0 , 0.0, 1.0 );
}
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 > 30.0) {return e;}
if (x < -15.0) {return 0.0;}
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
}
// this determines how light is attenuated in the distance
// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
// for distance > visibility
//////////////////////
void main(void)
{
const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02);
const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25);
mat4 RotationMatrix;
float relWindspd=0;
float relWinddir=0;
float dist = length(relPos);
vec3 shadedFogColor = vec3(0.55, 0.67, 0.88);
float effective_scattering = min(scattering, cloud_self_shading);
// compute relative wind speed and direction
relWind (relWindspd, relWinddir);
rotationmatrix(relWinddir, RotationMatrix);
// compute direction to viewer
vec3 E = normalize(viewerdir);
// compute direction to light source
vec3 L = normalize(lightdir);
// half vector
vec3 H = normalize(L + E);
const float water_shininess = 240.0;
// approximate cloud cover
float cover = 0.0;
//bool Status = true;
float windEffect = relWindspd; //wind speed in kt
// float windEffect = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6; //wind speed in kt
float windScale = 15.0/(5.0 + windEffect); //wave scale
float waveRoughness = 0.05 + smoothstep(0.0, 50.0, windEffect); //wave roughness filter
if (Status == 1){
cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
} else {
// hack to allow for Overcast not to be set by Local Weather
if (Overcast == 0){
cover = 5;
} else {
cover = Overcast * 5;
}
}
//vec4 viewt = normalize(waterTex4);
vec4 viewt = vec4(-E, 0.0) * 0.6;
vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale * 2.0) * 2.0 - 1.0;
vec4 dist1 = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale * 2.0) * 2.0 - 1.0;
vec4 fdist = normalize(dist1);
fdist = -fdist;
fdist *= sca;
//normalmap
rotationmatrix(-relWinddir, RotationMatrix);
vec4 nmap0 = texture2D(water_normalmap, vec2((waterTex1 + disdis*sca2) * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0;
vec4 nmap2 = texture2D(water_normalmap, vec2(waterTex2 * tscale * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0;
vec4 nmap3 = texture2D(bowwave_nmap, gl_TexCoord[0].st) * 2.0 - 1.0;
vec4 vNorm = normalize(mix(nmap3, nmap0 + nmap2, 0.3 )* waveRoughness);
vNorm = -vNorm;
//load reflection
vec4 tmp = vec4(lightdir, 0.0);
vec4 refTex = texture2D(water_reflection, vec2(tmp + waterTex1) * 32.0) ;
vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp + waterTex1) * 32.0) ;
vec4 refl ;
// cover = 0;
/*if(cover >= 1.5){
refl= normalize(refTex);
}
else
{
refl = normalize(refTexGrey);
refl.r *= (0.75 + 0.15 * cover);
refl.g *= (0.80 + 0.15 * cover);
refl.b *= (0.875 + 0.125 * cover);
refl.a *= 1.0;
}
*/
refl.r = sea_r;
refl.g = sea_g;
refl.b = sea_b;
refl.a = 1.0;
float intensity;
// de-saturate for reduced light
refl.rgb = mix(refl.rgb, vec3 (0.248, 0.248, 0.248), 1.0 - smoothstep(0.1, 0.8, ground_scattering));
// de-saturate light for overcast haze
intensity = length(refl.rgb);
refl.rgb = mix(refl.rgb, intensity * vec3 (1.0, 1.0, 1.0), 0.5 * smoothstep(0.1, 0.9, overcast));
vec3 N0 = vec3(texture2D(water_normalmap, vec2((waterTex1 + disdis*sca2)* RotationMatrix) * windScale * 2.0) * 2.0 - 1.0);
vec3 N1 = vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0);
vec3 N2 = vec3(texture2D(bowwave_nmap, gl_TexCoord[0].st)*2.0-1.0);
//vec3 Nf = normalize((normal+N0+N1)*waveRoughness);
vec3 N = normalize(mix(normal+N2, normal+N0+N1, 0.3)* waveRoughness);
N = -N;
// specular
specular_light = gl_Color.rgb;
vec3 specular_color = vec3(specular_light)
* pow(max(0.0, dot(N, H)), water_shininess) * 6.0;
vec4 specular = vec4(specular_color, 0.5);
specular = specular * saturation * 0.3;
//calculate fresnel
vec4 invfres = vec4( dot(vNorm, viewt) );
vec4 fres = vec4(1.0) + invfres;
refl *= fres;
vec4 alpha0 = texture2D(alpha_tex, gl_TexCoord[0].st);
//calculate final colour
vec4 ambient_light;
ambient_light.rgb = max(specular_light.rgb, vec3(0.1, 0.1, 0.1));
ambient_light.a = 1.0;
vec4 finalColor;
finalColor = refl + specular * smoothstep(0.3, 0.6, ground_scattering);
//add foam
float foamSlope = 0.05 + 0.01 * windScale;
//float waveSlope = mix(N0.g, N1.g, 0.25);
vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 50.0);
float waveSlope = N.g;
if (windEffect >= 12.0)
if (waveSlope >= foamSlope){
finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(foamSlope, 0.5, N.g));
}
//generate final colour
finalColor *= ambient_light;//+ alpha0 * 0.35;
float delta_z = hazeLayerAltitude - eye_alt;
if (dist > 40.0)
{
float transmission;
float vAltitude;
float delta_zv;
float H;
float distance_in_layer;
float transmission_arg;
// angle with horizon
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
if (delta_z > 0.0) // we're inside the layer
{
if (ct < 0.0) // we look down
{
distance_in_layer = dist;
vAltitude = min(distance_in_layer,min(visibility,avisibility)) * ct;
delta_zv = delta_z - vAltitude;
}
else // we may look through upper layer edge
{
H = dist * ct;
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
else {distance_in_layer = dist;}
vAltitude = min(distance_in_layer,visibility) * ct;
delta_zv = delta_z - vAltitude;
}
}
else // we see the layer from above, delta_z < 0.0
{
H = dist * -ct;
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
{
distance_in_layer = 0.0;
delta_zv = 0.0;
}
else
{
vAltitude = H + delta_z;
distance_in_layer = vAltitude/H * dist;
vAltitude = min(distance_in_layer,visibility) * (-ct);
delta_zv = vAltitude;
}
}
// ground haze cannot be thinner than aloft visibility in the model,
// so we need to use aloft visibility otherwise
transmission_arg = (dist-distance_in_layer)/avisibility;
float eqColorFactor;
if (visibility < avisibility)
{
if (quality_level > 3)
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility ));
}
else
{
transmission_arg = transmission_arg + (distance_in_layer/visibility);
}
// this combines the Weber-Fechner intensity
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 -effective_scattering);
}
else
{
if (quality_level > 3)
{
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility ));
}
else
{
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
}
// this combines the Weber-Fechner intensity
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 -effective_scattering);
}
transmission = fog_func(transmission_arg, eye_alt);
// there's always residual intensity, we should never be driven to zero
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
float lightArg = (terminator-yprime_alt)/100000.0;
vec3 hazeColor = get_hazeColor(lightArg);
// now dim the light for haze
float eShade = 1.0 - 0.9 * smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt);
// Mie-like factor
if (lightArg < 10.0)
{intensity = length(hazeColor);
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
}
// high altitude desaturation of the haze color
intensity = length(hazeColor);
if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly
{
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, eye_alt)));
// blue hue of haze
hazeColor.x = hazeColor.x * 0.83;
hazeColor.y = hazeColor.y * 0.9;
// additional blue in indirect light
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
intensity = length(hazeColor);
hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
// change haze color to blue hue for strong fogging
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
}
// don't let the light fade out too rapidly
lightArg = (terminator + 200000.0)/100000.0;
float minLightIntensity = min(0.2,0.16 * lightArg + 0.5);
vec3 minLight = minLightIntensity * vec3 (0.2, 0.3, 0.4);
hazeColor.rgb *= eqColorFactor * eShade;
hazeColor.rgb = max(hazeColor.rgb, minLight.rgb);
finalColor.rgb = mix(hazeColor, finalColor.rgb,transmission);
}
finalColor.rgb = filter_combined(finalColor.rgb);
gl_FragColor = vec4(finalColor.rgb, alpha0.a * 1.35);
// logarithmic depth
gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
}

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// -*-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;
varying float flogz;
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);
flogz = 1.0 + gl_Position.w;
// 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;
}

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@ -1,190 +0,0 @@
// -*- mode: C; -*-
// Licence: GPL v2
// © Emilian Huminiuc and Vivian Meazza 2011
#version 120
attribute vec3 instancePosition; // (x,y,z)
attribute vec3 instanceScale ; // (width, depth, height)
attribute vec3 attrib1; // Generic packed attributes
attribute vec3 attrib2;
varying vec3 rawpos;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 vViewVec;
varying vec3 vertVec;
varying vec3 reflVec;
varying float flogz;
varying float alpha;
attribute vec3 tangent;
attribute vec3 binormal;
uniform float pitch;
uniform float roll;
uniform float hdg;
uniform int refl_dynamic;
uniform int nmap_enabled;
uniform int shader_qual;
uniform int rembrandt_enabled;
uniform int color_is_position;
//////Fog Include///////////
// uniform int fogType;
// void fog_Func(int type);
////////////////////////////
void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat)
{
rotmat = mat4( cosRy , sinRx * sinRy , cosRx * sinRy, 0.0,
0.0 , cosRx , -sinRx * cosRx, 0.0,
-sinRy, sinRx * cosRy, cosRx * cosRy , 0.0,
0.0 , 0.0 , 0.0 , 1.0 );
}
void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat)
{
rotmat = mat4( cosRz, -sinRz, 0.0, 0.0,
sinRz, cosRz, 0.0, 0.0,
0.0 , 0.0 , 1.0, 0.0,
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)
{
// 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) * 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 (instanceScale.z) because
// immediately afterwards we will scale UP the vertex to the correct scale.
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)));
rawpos = rawpos + instancePosition.xyz;
vec4 ecPosition = gl_ModelViewMatrix * vec4(rawpos, 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.
vec3 normal = gl_Normal;
// Rotate the normal as per the building.
normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
VNormal = normalize(gl_NormalMatrix * normal);
vec3 n = normalize(normal);
vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
vec3 tempBinormal = cross(n, tempTangent);
if (nmap_enabled > 0){
tempTangent = tangent;
tempBinormal = binormal;
}
VTangent = normalize(gl_NormalMatrix * tempTangent);
VBinormal = normalize(gl_NormalMatrix * tempBinormal);
vec3 t = tempTangent;
vec3 b = tempBinormal;
// Super hack: if diffuse material alpha is less than 1, assume a
// transparency animation is at work
if (gl_FrontMaterial.diffuse.a < 1.0)
alpha = gl_FrontMaterial.diffuse.a;
else
alpha = 1.0;
// Vertex in eye coordinates
vertVec = ecPosition.xyz;
vViewVec.x = dot(t, vertVec);
vViewVec.y = dot(b, vertVec);
vViewVec.z = dot(n, vertVec);
// calculate the reflection vector
vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
if (refl_dynamic > 0){
//prepare rotation matrix
mat4 RotMatPR;
mat4 RotMatH;
float _roll = roll;
if (_roll>90.0 || _roll < -90.0)
{
_roll = -_roll;
}
float cosRx = cos(radians(_roll));
float sinRx = sin(radians(_roll));
float cosRy = cos(radians(-pitch));
float sinRy = sin(radians(-pitch));
float cosRz = cos(radians(hdg));
float sinRz = sin(radians(hdg));
rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR);
rotationMatrixH(sinRz, cosRz, RotMatH);
vec3 reflVec_dyn = (RotMatH * (RotMatPR * normalize(gl_ModelViewMatrixInverse * reflect_eye))).xyz;
reflVec = reflVec_dyn;
} else {
reflVec = reflVec_stat;
}
if(rembrandt_enabled < 1){
gl_FrontColor = gl_FrontMaterial.emission + vec4(1.0,1.0,1.0,1.0)
* (gl_LightModel.ambient + gl_LightSource[0].ambient);
} else {
gl_FrontColor = vec4(1.0,1.0,1.0,1.0);
}
gl_Position = gl_ModelViewProjectionMatrix * vec4(rawpos,1.0);
flogz = 1.0 + gl_Position.w;
}

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@ -1,283 +0,0 @@
// -*-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 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)
// 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));
}
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);
// Determine the rotation for the building.
float sr = sin(6.28 * rotPitchWtex0x.x);
float cr = cos(6.28 * rotPitchWtex0x.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);
// 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
// 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;
// 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 for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y)
// - a shared gain value (tex1x, tex1y)
//
// 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;
// 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;
}

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