Fix tiling issues in Tropical South America airport keep definitions
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31c2312732
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e9bac7dac4
3 changed files with 51 additions and 3 deletions
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@ -19,9 +19,19 @@
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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="15">
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<image>Textures/Terrain/void.png</image>
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<type>2d</type>
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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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<base_layer_magnification>5.0</base_layer_magnification>
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<overlay_layer_magnification>4.0</overlay_layer_magnification>
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<grain_layer_magnification>4.0</grain_layer_magnification>
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<use_overlay>0</use_overlay>
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<use_grain>0</use_grain>
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<use_color_overlay>1</use_color_overlay>
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<grit_alpha>1.0</grit_alpha>
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<overlay_bias>0.0</overlay_bias>
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@ -115,6 +125,17 @@
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<use>texture[14]/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><use>texture[15]/image</use></image>
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<type><use>texture[15]/type</use></type>
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<filter><use>texture[15]/filter</use></filter>
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<wrap-s><use>texture[15]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[15]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[15]/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/terrain-ALS-ultra.vert</vertex-shader>
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<fragment-shader>Shaders/airfield-ALS.frag</fragment-shader>
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@ -219,6 +240,11 @@
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<type>float</type>
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<value><use>overlay_layer_magnification</use></value>
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</uniform>
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<uniform>
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<name>grain_layer_magnification</name>
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<type>float</type>
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<value><use>grain_layer_magnification</use></value>
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</uniform>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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@ -522,6 +548,11 @@
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<type>int</type>
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<value> <use>use_overlay</use></value>
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</uniform>
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<uniform>
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<name>use_grain</name>
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<type>int</type>
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<value> <use>use_grain</use></value>
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</uniform>
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<uniform>
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<name>use_color_overlay</name>
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<type>int</type>
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@ -567,6 +598,11 @@
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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>grain_texture</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>colorMode</name>
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<type>int</type>
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@ -51,15 +51,18 @@
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<texture-set>
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<texture>Terrain/california-grass.png</texture>
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<texture n="13">Terrain/california-grass.png</texture>
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<texture n="14">Terrain/airport_grass_overlay.png</texture>
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<texture n="14">Terrain/california-grass-hires.png</texture>
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<texture n="15">Terrain/airport_grass_overlay.png</texture>
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</texture-set>
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<parameters>
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<grit_alpha>0.4</grit_alpha>
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<use_overlay>1</use_overlay>
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<overlay_bias>0.5</overlay_bias>
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<use_grain>1</use_grain>
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<overlay_bias>0.0</overlay_bias>
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<use_color_overlay>0</use_color_overlay>
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<base_layer_magnification>1.0</base_layer_magnification>
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<overlay_layer_magnification>4.0</overlay_layer_magnification>
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<grain_layer_magnification>4.0</grain_layer_magnification>
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</parameters>
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<xsize>128</xsize>
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<ysize>128</ysize>
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@ -12,7 +12,7 @@ varying vec3 ecViewdir;
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uniform sampler2D texture;
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uniform sampler2D overlay_texture;
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uniform sampler2D grain_texture;
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varying float steepness;
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@ -35,6 +35,7 @@ uniform float overlay_bias;
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uniform float overlay_alpha;
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uniform float base_layer_magnification;
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uniform float overlay_layer_magnification;
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uniform float grain_layer_magnification;
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uniform float wetness;
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uniform float air_pollution;
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uniform float season;
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@ -46,6 +47,7 @@ uniform int quality_level;
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uniform int tquality_level;
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uniform int cloud_shadow_flag;
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uniform int use_overlay;
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uniform int use_grain;
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uniform int use_color_overlay;
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uniform int use_searchlight;
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uniform int use_landing_light;
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@ -119,6 +121,7 @@ float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
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{halfVector = normalize(normalize(lightDir) + normalize(ecViewdir));}
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vec4 texel;
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vec4 overlay_texel;
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vec4 grain_texel;
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vec4 snow_texel;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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@ -184,6 +187,12 @@ if (use_overlay == 1)
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}
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if (use_grain == 1)
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{
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grain_texel = texture2D(grain_texture, gl_TexCoord[0].st * grain_layer_magnification);
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texel.rgb = mix(texel.rgb, grain_texel.rgb, grain_texel.a);
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}
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