First iteration of the urban effect with relief mapping. Relief map by HB-Gral.
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90
Effects/urban.eff
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90
Effects/urban.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/urban</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/city1-relief.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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</parameters>
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/urban-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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<material>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></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><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></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><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></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><use>texture[2]/image</use></image>
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<filter><use>texture[2]/filter</use></filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></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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<program>
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<vertex-shader>Shaders/urban.vert</vertex-shader>
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<fragment-shader>Shaders/urban.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>NormalTex</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>depth_factor</name>
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<type>float</type>
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<value type="float">0.005</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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85
Shaders/urban.frag
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85
Shaders/urban.frag
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@ -0,0 +1,85 @@
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#version 120
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 Normal;
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varying vec4 constantColor;
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uniform sampler2D BaseTex;
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uniform sampler2D NormalTex;
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uniform float depth_factor;
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const float scale = 1.0;
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float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
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{
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const int linear_search_steps = 10;
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float size = 1.0 / float(linear_search_steps);
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float depth = 0.0;
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float best_depth = 1.0;
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for(int i = 0; i < linear_search_steps - 1; ++i)
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{
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depth += size;
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float t = texture2D(reliefMap, dp + ds * depth).a;
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if(best_depth > 0.996)
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if(depth >= t)
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best_depth = depth;
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}
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depth = best_depth;
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const int binary_search_steps = 5;
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for(int i = 0; i < binary_search_steps; ++i)
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{
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size *= 0.5;
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float t = texture2D(reliefMap, dp + ds * depth).a;
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if(depth >= t)
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{
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best_depth = depth;
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depth -= 2.0 * size;
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}
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depth += size;
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}
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return(best_depth);
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}
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void main (void)
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{
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vec3 V = normalize(ecPosition.xyz);
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vec3 s = vec3(dot(V, VTangent), dot(V, VBinormal), dot(VNormal, V));
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vec2 ds = s.xy * depth_factor / s.z;
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vec2 dp = gl_TexCoord[0].st;
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float d = ray_intersect(NormalTex, dp, ds);
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vec2 uv = dp + ds * d;
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vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
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float fogFactor;
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float fogCoord = ecPosition.z;
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const float LOG2 = 1.442695;
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fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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vec4 c1 = texture2D(BaseTex, uv);
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N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
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vec3 l = gl_LightSource[0].position.xyz;
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vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
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vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
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c1 *= ambient_light;
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vec4 finalColor = c1;
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if(gl_Fog.density == 1.0)
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fogFactor=1.0;
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gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor);
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}
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26
Shaders/urban.vert
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26
Shaders/urban.vert
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@ -0,0 +1,26 @@
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec4 constantColor;
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void main(void)
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{
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rawpos = gl_Vertex;
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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Normal = normalize(gl_Normal);
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vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0)));
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VTangent = gl_NormalMatrix * t;
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vec3 b = normalize(cross(gl_Normal,t));
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VBinormal = gl_NormalMatrix * b;
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gl_FrontColor = gl_Color;
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constantColor = gl_FrontMaterial.emission
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+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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}
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<command>dialog-apply</command>
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</binding>
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</checkbox>
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<checkbox>
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<halign>left</halign>
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<label>Urban effects</label>
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<property>/sim/rendering/urban-shader</property>
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<binding>
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<command>dialog-apply</command>
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</binding>
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</checkbox>
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</group>
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</group>
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</group>
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@ -871,9 +871,12 @@ Shared parameters for various materials.
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</condition>
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<name>BuiltUpCover</name>
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<name>Urban</name>
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<effect>Effects/urban</effect>
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<texture>Terrain/city1.png</texture>
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<!--
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<texture>Terrain/city2.png</texture>
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<texture>Terrain/city3.png</texture>
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-->
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<xsize>1024</xsize>
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<ysize>1024</ysize>
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<light-coverage>100000.0</light-coverage>
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@ -136,6 +136,7 @@ Started September 2000 by David Megginson, david@megginson.com
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<crop-shader userarchive="y">0</crop-shader>
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<landmass-shader userarchive="y">0</landmass-shader>
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<water-shader userarchive="y">0</water-shader>
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<urban-shader userarchive="y">0</urban-shader>
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</rendering>
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<model-hz type="int">120</model-hz>
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<navdb>
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