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);