Add new effects in support of .dds textures
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
parent
062594ff05
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6 changed files with 590 additions and 0 deletions
16
Effects/transition-base-dirt.eff
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16
Effects/transition-base-dirt.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/transition-base-dirt</name>
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<inherits-from>Effects/transition</inherits-from>
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<parameters>
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<texture n="3">
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<image>Textures.high/Terrain/dirt3.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<transitions type="float">1.0</transitions>
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<inverse type="float">0.0</inverse>
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</parameters>
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</PropertyList>
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18
Effects/transition-base-grass-inverse.eff
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18
Effects/transition-base-grass-inverse.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/transition-base-rock</name>
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<inherits-from>Effects/transition</inherits-from>
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<parameters>
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<texture n="3">
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<image>Textures.high/Terrain/grass12.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<transitions type="float">1.0</transitions>
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<inverse type="float">1.0</inverse>
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</parameters>
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</PropertyList>
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30
Effects/transition-base-grass-rock.eff
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30
Effects/transition-base-grass-rock.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/transition-base-grass-rock</name>
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<inherits-from>Effects/transition</inherits-from>
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<parameters>
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<texture n="2">
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<image>Textures.high/Terrain/grass10c.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="3">
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<image>Textures.high/Terrain/rock7.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="4">
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<image>Textures.high/Terrain.winter/mixedforest1c.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<transitions type="float">2.0</transitions>
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<inverse type="float">0.0</inverse>
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</parameters>
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</PropertyList>
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18
Effects/transition-base-rock.eff
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Effects/transition-base-rock.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/transition-base-rock</name>
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<inherits-from>Effects/transition</inherits-from>
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<parameters>
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<texture n="3">
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<image>Textures.high/Terrain/rock7.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<transitions type="float">1.0</transitions>
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<inverse type="float">0.0</inverse>
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</parameters>
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</PropertyList>
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262
Effects/transition.eff
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262
Effects/transition.eff
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Transition effect starting from the base texture of the scenery, and changing textures according to slope in one or two steps.
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parameters :
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texture[0] -> base texture from the scenery
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texture[2] -> intermediate texture if transitions is set to 2
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texture[3] -> texture you want to transition to
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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)
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transitions -> transitions number can be set to 1 or 2 (if set to 2 will allow for an intermediate step)
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inverse -> if this is se 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)
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-->
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<PropertyList>
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<name>Effects/transition</name>
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<inherits-from>Effects/terrain-default</inherits-from>
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<parameters>
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<texture n="2">
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<image>Textures.high/Terrain/transition1.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="3">
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<image>Textures.high/Terrain/transition2.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="4">
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<image>Textures.high/Terrain/snow3.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<rain-norm>
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<use>/environment/rain-norm</use>
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</rain-norm>
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<snow-level>
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<use>/sim/rendering/snow-level-m</use>
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</snow-level>
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<transitions type="float">2.0</transitions>
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<inverse type="float">0.0</inverse>
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</parameters>
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<!--<generate>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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</generate>-->
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/transition-shader</property>
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<property>/sim/rendering/shader-effects</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<!-- Use material values that are either inherited from the
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terrain-default effect or supplied by an effect derived
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from this one e.g., one created in the materials library. -->
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<material>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend>
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<use>transparent</use>
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</blend>
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<alpha-test>
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<use>transparent</use>
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</alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number>
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<use>render-bin/bin-number</use>
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</bin-number>
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<bin-name>
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<use>render-bin/bin-name</use>
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</bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<image>
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<use>texture[2]/image</use>
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</image>
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<filter>
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<use>texture[2]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[2]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[2]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[2]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<image>
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<use>texture[3]/image</use>
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</image>
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<filter>
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<use>texture[3]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[3]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[3]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[3]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<image>
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<use>texture[4]/image</use>
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</image>
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<filter>
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<use>texture[4]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[4]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[4]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[4]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<type>noise</type>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/transition.vert</vertex-shader>
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<fragment-shader>Shaders/transition.frag</fragment-shader>
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</program>
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<uniform>
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<name>BaseTex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>SecondTex</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>ThirdTex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>SnowTex</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>NoiseTex</name>
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<type>sampler-3d</type>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>RainNorm</name>
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<type>float</type>
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<value>
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<use>rain-norm</use>
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</value>
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</uniform>
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<uniform>
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<name>SnowLevel</name>
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<type>float</type>
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<value>
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<use>snow-level</use>
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</value>
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</uniform>
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<uniform>
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<name>Transitions</name>
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<type>float</type>
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<value>
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<use>transitions</use>
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</value>
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</uniform>
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<uniform>
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<name>InverseSlope</name>
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<type>float</type>
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<value>
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<use>inverse</use>
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</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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246
Effects/water-inland.eff
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246
Effects/water-inland.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/water-inland</name>
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<inherits-from>Effects/terrain-default</inherits-from>
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<parameters>
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<texture n="0">
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<image>Textures/Water/water-reflection-inland.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="2">
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<image>Textures/Water/water-normalmap.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="3">
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<image>Textures/Water/water-dudv.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<saturation>
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<use>/rendering/scene/saturation</use>
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</saturation>
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<rain-norm>
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<use>/environment/rain-norm</use>
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</rain-norm>
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</parameters>
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<technique n="8">
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<predicate>
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<and>
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<property>/sim/rendering/water-shader</property>
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<property>/sim/rendering/shader-effects</property>
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<less-equal>
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<value type="float">2.0</value>
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<float-property>/sim/rendering/quality-level</float-property>
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</less-equal>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend>
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<use>transparent</use>
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</blend>
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<alpha-test>
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<use>transparent</use>
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</alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number>
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<use>render-bin/bin-number</use>
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</bin-number>
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<bin-name>
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<use>render-bin/bin-name</use>
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</bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<image>
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<use>texture[2]/image</use>
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</image>
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<filter>
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<use>texture[2]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[2]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[2]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[2]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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||||
<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>
|
||||
<program>
|
||||
<vertex-shader>Shaders/water.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/water-inland.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>water_reflection</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>water_normalmap</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">2</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>water_dudvmap</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">3</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>saturation</name>
|
||||
<type>float</type>
|
||||
<!--<value>0.4</value>-->
|
||||
<value>
|
||||
<use>saturation</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>RainNorm</name>
|
||||
<type>float</type>
|
||||
<!--<value>0.0</value>-->
|
||||
<value>
|
||||
<use>rain-norm</use>
|
||||
</value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<technique n="9">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/water-shader</property>
|
||||
<property>/sim/rendering/shader-effects</property>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<glversion/>
|
||||
</less-equal>
|
||||
<and>
|
||||
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
||||
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
||||
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
||||
</and>
|
||||
</or>
|
||||
</and>
|
||||
</predicate>
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient>
|
||||
<use>material/ambient</use>
|
||||
</ambient>
|
||||
<diffuse>
|
||||
<use>material/diffuse</use>
|
||||
</diffuse>
|
||||
<specular>
|
||||
<use>material/specular</use>
|
||||
</specular>
|
||||
<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>
|
||||
<program>
|
||||
<vertex-shader>Shaders/water-orig.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/water-orig.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-3d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
</PropertyList>
|
Loading…
Reference in a new issue