Merge branch 'master' of git://gitorious.org/fg/fgdata
This commit is contained in:
commit
bd909173f5
6 changed files with 36 additions and 32 deletions
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@ -125,7 +125,7 @@
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<program>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<vertex-shader n="1">Shaders/default.vert</vertex-shader>
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<vertex-shader n="0">Shaders/include_fog.frag</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>
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</program>
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<uniform>
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@ -15,22 +15,22 @@ var Factor = 0.0004;
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var Sharp = 1.0;
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#add control properies for waves
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wave_amp_Node = props.globals.getNode("/environment/wave/amp" , 1);
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var wave_amp_Node = props.globals.getNode("/environment/wave/amp" , 1);
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wave_amp_Node.setDoubleValue(Amp);
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wave_freq_Node = props.globals.getNode("/environment/wave/freq" , 1);
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var wave_freq_Node = props.globals.getNode("/environment/wave/freq" , 1);
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wave_freq_Node.setDoubleValue(Freq);
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wave_sharp_Node = props.globals.getNode("/environment/wave/sharp" , 1);
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var wave_sharp_Node = props.globals.getNode("/environment/wave/sharp" , 1);
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wave_sharp_Node.setDoubleValue(Sharp);
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wave_angle_Node = props.globals.getNode("/environment/wave/angle" , 1);
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var wave_angle_Node = props.globals.getNode("/environment/wave/angle" , 1);
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wave_angle_Node.setDoubleValue(Angle);
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wave_factor_Node = props.globals.getNode("/environment/wave/factor" , 1);
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var wave_factor_Node = props.globals.getNode("/environment/wave/factor" , 1);
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wave_factor_Node.setDoubleValue(Factor);
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wave_factor_Node = props.globals.getNode("/environment/wave/dangle" , 1);
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var wave_factor_Node = props.globals.getNode("/environment/wave/dangle" , 1);
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wave_factor_Node.setDoubleValue(DAngle);
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props.globals.initNode("/environment/sea/surface/wind-speed-kt", 0, "DOUBLE");
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@ -46,28 +46,28 @@ props.globals.initNode("/orientation/model/roll-deg", 0, "DOUBLE");
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var initialize = func {
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wind_from_east_Node = props.globals.getNode("/environment/config/boundary/entry[0]/wind-from-east-fps", 1);
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var wind_from_east_Node = props.globals.getNode("/environment/config/boundary/entry[0]/wind-from-east-fps", 1);
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wind_from_east_Node.setDoubleValue(0);
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wind_from_north_Node = props.globals.getNode("/environment/config/boundary/entry[0]/wind-from-north-fps", 1);
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var wind_from_north_Node = props.globals.getNode("/environment/config/boundary/entry[0]/wind-from-north-fps", 1);
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wind_from_north_Node.setDoubleValue(0);
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wind_from_Node = props.globals.getNode("/environment/config/boundary/entry[0]/wind-from-heading-deg", 1);
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var wind_from_Node = props.globals.getNode("/environment/config/boundary/entry[0]/wind-from-heading-deg", 1);
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wind_from_Node.setDoubleValue(0);
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wind_speed_Node = props.globals.getNode("/environment/config/boundary/entry[0]/wind-speed-kt", 1);
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var wind_speed_Node = props.globals.getNode("/environment/config/boundary/entry[0]/wind-speed-kt", 1);
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wind_speed_Node.setDoubleValue(0);
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wind_status_Node = props.globals.getNode("/environment/config/enabled", 1);
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var wind_status_Node = props.globals.getNode("/environment/config/enabled", 1);
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wind_status_Node.setBoolValue(1);
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ground_vis_Node = props.globals.getNode("/environment/ground-visibility-m", 1);
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var ground_vis_Node = props.globals.getNode("/environment/ground-visibility-m", 1);
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ground_vis_Node.setDoubleValue(500);
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ground_thick_Node = props.globals.getNode("/environment/ground-haze-thickness-m" , 1);
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var ground_thick_Node = props.globals.getNode("/environment/ground-haze-thickness-m" , 1);
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ground_thick_Node.setDoubleValue(300);
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ground_term_Node = props.globals.getNode("/environment/terminator-relative-position-m" , 1);
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var ground_term_Node = props.globals.getNode("/environment/terminator-relative-position-m" , 1);
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ground_term_Node.setDoubleValue(60000);
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@ -18,8 +18,6 @@ void main()
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texel = texture2D(texture, gl_TexCoord[0].st);
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fragColor = color * texel;
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gl_FragColor = fragColor;
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finalColor.rgb = fog_Func(fragColor.rgb, fogType);
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gl_FragColor = finalColor;
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@ -2,9 +2,12 @@
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// Licence: GPL v2
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// Author: Frederic Bouvier.
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// Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces
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// Adapted from the paper and sources by M. Drobot in GPU Pro : Quadtree Displacement Mapping with Height Blending
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#version 120
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#extension GL_ATI_shader_texture_lod : enable
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#define TEXTURE_MIP_LEVELS 10
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#define TEXTURE_PIX_COUNT 1024 //pow(2,TEXTURE_MIP_LEVELS)
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#define BINARY_SEARCH_COUNT 10
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@ -353,6 +353,7 @@
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<min>0.0</min>
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<max>5.0</max>
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<step>1.0</step>
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<fraction>0.17</fraction>
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<property>/sim/rendering/shaders/quality-level</property>
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<binding>
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<command>dialog-apply</command>
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@ -465,7 +466,7 @@
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</enable>
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<min>0.0</min>
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<max>5000.0</max>
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<property>/environment/snow-level-m</property>
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<property>/sim/rendering/snow-level-m</property>
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<binding>
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<command>dialog-apply</command>
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<object-name>snow-level</object-name>
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@ -488,7 +489,7 @@
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<label>12345678</label>
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<format>%.fm</format>
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<live>true</live>
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<property>/environment/snow-level-m</property>
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<property>/sim/rendering/snow-level-m</property>
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</text>
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</group>
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@ -184,6 +184,7 @@
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<min>0.0</min>
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<max>5.0</max>
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<step>1.0</step>
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<fraction>0.17</fraction>
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<property>/sim/rendering/shaders/urban</property>
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<binding>
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<command>dialog-apply</command>
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@ -196,6 +197,7 @@
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<min>0.0</min>
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<max>5.0</max>
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<step>1.0</step>
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<fraction>0.17</fraction>
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<property>/sim/rendering/shaders/water</property>
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<binding>
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<command>dialog-apply</command>
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