Remove useless include_fog.vert from some of the effects.
Fis c/p error in ubershader-deferred. Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
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6 changed files with 21 additions and 21 deletions
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/building</name>
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<inherits-from>Effects/model-default</inherits-from>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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<texture n="0">
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<active>true</active>
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@ -9,7 +9,7 @@
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<internal-format>normalized</internal-format>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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<wrap-t>clamp</wrap-t>
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</texture>
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<texture n="1">
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<active>true</active>
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@ -17,15 +17,15 @@
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<internal-format>normalized</internal-format>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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</texture>
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<wrap-t>clamp</wrap-t>
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</texture>
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<transparent>false</transparent>
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<material>
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<active>true</active>
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<color-mode-uniform>1</color-mode-uniform>
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<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
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<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
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<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
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<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
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<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
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<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
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<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
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<shininess>0.0</shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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@ -66,8 +66,8 @@
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<use>/sim/time/sun-angle-rad</use>
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</sun-angle>
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</parameters>
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<!-- Override some of the default shaders so we can add emissive lighting -->
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<!-- Override some of the default shaders so we can add emissive lighting -->
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<!-- Skydome -->
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<technique n="5">
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<pass n="0">
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@ -77,7 +77,7 @@
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</program>
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</pass>
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</technique>
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<!-- Rembrandt -->
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<technique n="10">
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<pass n="0">
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@ -88,9 +88,9 @@
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</program>
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</pass>
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</technique>
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<!-- Default shader -->
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<technique n="11">
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<technique n="11">
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<pass n="0">
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<texture-unit n="1">
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<!-- Emissive texture-->
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@ -117,9 +117,9 @@
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<use>texture[1]/internal-format</use>
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</internal-format>
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-->
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</texture-unit>
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</texture-unit>
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<program n="0">
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
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<!--fog include-->
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<vertex-shader n="1">Shaders/default.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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@ -258,7 +258,7 @@
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</internal-format>
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
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<vertex-shader n="1">Shaders/landmass-g.vert</vertex-shader>
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<geometry-shader>Shaders/landmass.geom</geometry-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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@ -457,7 +457,7 @@
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</internal-format>
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
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<vertex-shader n="1">Shaders/landmass.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/landmass.frag</fragment-shader>
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@ -303,7 +303,7 @@
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
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<!--fog include-->
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<vertex-shader n="1">Shaders/default.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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@ -162,7 +162,7 @@
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</uniform>
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<!-- END fog include -->
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</pass>
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<pass n="1">
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<lighting>true</lighting>
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<material>
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@ -195,7 +195,7 @@
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<wrap-t>clamp</wrap-t>
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
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<vertex-shader n="1">Shaders/tree.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/tree.frag</fragment-shader>
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@ -735,7 +735,7 @@
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<type>noise</type>
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
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<vertex-shader n="1">Shaders/urban.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/urban.frag</fragment-shader>
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@ -133,7 +133,7 @@ void main (void)
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//////////////////////////////////////////////////////////////////////
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if (dirt_enabled > 0.0){
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vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor);
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vec3 dirtFactor.rgb = reflmap.rgb * dirtFactorIn.rgb;
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vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb;
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//dirtFactor.r = smoothstep(0.0, 1.0, dirtFactor.r);
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mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r));
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if (dirt_multi > 0) {
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