diff --git a/Aircraft/c172p/Instruments/AI/AI.xml b/Aircraft/c172p/Instruments/AI/AI.xml index 17ff006a1..b3fca873f 100644 --- a/Aircraft/c172p/Instruments/AI/AI.xml +++ b/Aircraft/c172p/Instruments/AI/AI.xml @@ -34,6 +34,21 @@ + + Horizon Offset + translate + Pitch + instrumentation/attitude-indicator/horizon-offset-deg + -0.0007 + -0.01575 + 0.01575 + + 0.0 + 0.0 + 1.0 + + + rotate Roll diff --git a/Shaders/transition.frag b/Shaders/transition.frag index c96605d46..9cb4819a4 100644 --- a/Shaders/transition.frag +++ b/Shaders/transition.frag @@ -1,7 +1,7 @@ // -*-C++-*- -// Texture switching based on face slope and snow level -// default.frag (c) 2010 ?? -// (c)2011 - Emilian Huminiuc, with ideas from crop.frag, forest.frag +// Texture switching based on face slope and snow level,with ideas from crop.frag, forest.frag +// © 2011 - Frederic Bouvier, Emilian Huminiuc, Tim Moore, Yves Sablonier + // Ambient term comes in gl_Color.rgb. #version 120 varying vec4 diffuse_term, RawPos; @@ -45,8 +45,8 @@ void main() NdotHV = max(dot(n, halfVector), 0.0); if (gl_FrontMaterial.shininess > 0.0) specular.rgb = (gl_FrontMaterial.specular.rgb - * gl_LightSource[0].specular.rgb - * pow(NdotHV, gl_FrontMaterial.shininess)); + * gl_LightSource[0].specular.rgb + * pow(NdotHV, gl_FrontMaterial.shininess)); } color.a = diffuse_term.a; @@ -59,78 +59,78 @@ void main() //Select texture based on slope slope = normalize(normal).z; - //pull the texture fetch outside flow control to fix aliasing artefacts :( - vec4 baseTexel = texture2D(BaseTex, gl_TexCoord[0].st); - vec4 secondTexel = texture2D(SecondTex, gl_TexCoord[0].st); - vec4 thirdTexel = texture2D(ThirdTex, gl_TexCoord[0].st); - vec4 snowTexel = texture2D(SnowTex, gl_TexCoord[0].st * 2.0); - //Normal transition. For more abrupt faces apply another texture (or 2). - if (InverseSlope == 0.0) { - //Do we do an intermediate transition - if (Transitions >= 1.5) { - if (slope >= L1) { - //texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L1, L1 + 0.03 * MixFactor, slope)); - texel = baseTexel; - } - if (slope >= L2 && slope < L1){ - texel = mix(secondTexel, baseTexel, smoothstep(L2, L1 - 0.06 * MixFactor, slope)); - } - if (slope < L2){ - texel = mix(thirdTexel, secondTexel, smoothstep(L2 - 0.13 * MixFactor, L2, slope)); - } - // Just one transition - } else if (Transitions < 1.5) { - if (slope >= L1) { - texel = baseTexel; - } - if (slope < L1) { - texel = mix(thirdTexel, baseTexel, smoothstep(L2 - 0.13 * MixFactor, L1, slope)); - } - } + //pull the texture fetch outside flow control to fix aliasing artefacts :( + vec4 baseTexel = texture2D(BaseTex, gl_TexCoord[0].st); + vec4 secondTexel = texture2D(SecondTex, gl_TexCoord[0].st); + vec4 thirdTexel = texture2D(ThirdTex, gl_TexCoord[0].st); + vec4 snowTexel = texture2D(SnowTex, gl_TexCoord[0].st * 2.0); + //Normal transition. For more abrupt faces apply another texture (or 2). + if (InverseSlope == 0.0) { + //Do we do an intermediate transition + if (Transitions >= 1.5) { + if (slope >= L1) { + //texel = mix(texture2D(SecondTex, gl_TexCoord[0].st), texture2D(BaseTex, gl_TexCoord[0].st), smoothstep(L1, L1 + 0.03 * MixFactor, slope)); + texel = baseTexel; + } + if (slope >= L2 && slope < L1){ + texel = mix(secondTexel, baseTexel, smoothstep(L2, L1 - 0.06 * MixFactor, slope)); + } + if (slope < L2){ + texel = mix(thirdTexel, secondTexel, smoothstep(L2 - 0.13 * MixFactor, L2, slope)); + } + // Just one transition + } else if (Transitions < 1.5) { + if (slope >= L1) { + texel = baseTexel; + } + if (slope < L1) { + texel = mix(thirdTexel, baseTexel, smoothstep(L2 - 0.13 * MixFactor, L1, slope)); + } + } - //Invert the transition: keep original texture on abrupt slopes and switch to another on flatter terrain - } else if (InverseSlope > 0.0) { - //Interemdiate transition ? - if (Transitions >= 1.5) { - if (slope >= L1 + 0.1) { - texel = thirdTexel; - } - if (slope >= L2 && slope < L1 + 0.1){ - texel = mix(secondTexel, thirdTexel, smoothstep(L2 + 0.06 * MixFactor, L1 + 0.1, slope)); - } - if (slope <= L2){ - texel = mix(baseTexel, secondTexel, smoothstep(L2 - 0.06 * MixFactor, L2, slope)); - } - //just one - } else if (Transitions < 1.5) { - if (slope > L1 + 0.1) { - texel = thirdTexel; - } - if (slope <= L1 + 0.1){ - texel = mix(baseTexel, thirdTexel, smoothstep(L2 - 0.06 * MixFactor, L1 + 0.1, slope)); - } - } - } + //Invert the transition: keep original texture on abrupt slopes and switch to another on flatter terrain + } else if (InverseSlope > 0.0) { + //Interemdiate transition ? + if (Transitions >= 1.5) { + if (slope >= L1 + 0.1) { + texel = thirdTexel; + } + if (slope >= L2 && slope < L1 + 0.1){ + texel = mix(secondTexel, thirdTexel, smoothstep(L2 + 0.06 * MixFactor, L1 + 0.1, slope)); + } + if (slope <= L2){ + texel = mix(baseTexel, secondTexel, smoothstep(L2 - 0.06 * MixFactor, L2, slope)); + } + //just one + } else if (Transitions < 1.5) { + if (slope > L1 + 0.1) { + texel = thirdTexel; + } + if (slope <= L1 + 0.1){ + texel = mix(baseTexel, thirdTexel, smoothstep(L2 - 0.06 * MixFactor, L1 + 0.1, slope)); + } + } + } - //darken textures with wetness - wetness = 1.0 - 0.3 * RainNorm; - texel.rgb = texel.rgb * wetness; + //darken textures with wetness + wetness = 1.0 - 0.3 * RainNorm; + texel.rgb = texel.rgb * wetness; - //Snow texture for areas higher than SnowLevel - if (RawPos.z >= SnowLevel - (1000.0 * slope + 300 * MixFactor) && slope > L2 - 0.12) { - texel = mix(texel, mix(texel, snowTexel, smoothstep(L2 - 0.09 * MixFactor, L2, slope)), smoothstep(SnowLevel - (1000.0 * slope + 300 * MixFactor), SnowLevel - (1000 * slope - 150 * MixFactor), RawPos.z)); - } + //Snow texture for areas higher than SnowLevel + if (RawPos.z >= SnowLevel - (1000.0 * slope + 300 * MixFactor) && slope > L2 - 0.12) { + texel = mix(texel, mix(texel, snowTexel, smoothstep(L2 - 0.09 * MixFactor, L2, slope)), smoothstep(SnowLevel - (1000.0 * slope + 300 * MixFactor), SnowLevel - (1000 * slope - 150 * MixFactor), RawPos.z)); + } - fragColor = color * texel + specular; + fragColor = color * texel + specular; - if(cover >= 2.5){ - fragColor.rgb = fragColor.rgb * 1.2; - } else { - fragColor.rg = fragColor.rg * (0.6 + 0.2 * cover); - fragColor.b = fragColor.b * (0.5 + 0.25 * cover); - } + if(cover >= 2.5){ + fragColor.rgb = fragColor.rgb * 1.2; + } else { + fragColor.rg = fragColor.rg * (0.6 + 0.2 * cover); + fragColor.b = fragColor.b * (0.5 + 0.25 * cover); + } fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord); gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);