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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>
This commit is contained in:
Emilian Huminiuc 2012-05-02 23:55:57 +03:00
parent 70f5448a4e
commit f26472f614
6 changed files with 21 additions and 21 deletions

View file

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<PropertyList> <PropertyList>
<name>Effects/building</name> <name>Effects/building</name>
<inherits-from>Effects/model-default</inherits-from> <inherits-from>Effects/model-default</inherits-from>
<parameters> <parameters>
<texture n="0"> <texture n="0">
<active>true</active> <active>true</active>
@ -9,7 +9,7 @@
<internal-format>normalized</internal-format> <internal-format>normalized</internal-format>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s> <wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t> <wrap-t>clamp</wrap-t>
</texture> </texture>
<texture n="1"> <texture n="1">
<active>true</active> <active>true</active>
@ -17,15 +17,15 @@
<internal-format>normalized</internal-format> <internal-format>normalized</internal-format>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s> <wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t> <wrap-t>clamp</wrap-t>
</texture> </texture>
<transparent>false</transparent> <transparent>false</transparent>
<material> <material>
<active>true</active> <active>true</active>
<color-mode-uniform>1</color-mode-uniform> <color-mode-uniform>1</color-mode-uniform>
<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient> <ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse> <diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
<specular type="vec4d">0.0 0.0 0.0 1.0</specular> <specular type="vec4d">0.0 0.0 0.0 1.0</specular>
<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive> <emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
<shininess>0.0</shininess> <shininess>0.0</shininess>
<color-mode>ambient-and-diffuse</color-mode> <color-mode>ambient-and-diffuse</color-mode>
@ -66,8 +66,8 @@
<use>/sim/time/sun-angle-rad</use> <use>/sim/time/sun-angle-rad</use>
</sun-angle> </sun-angle>
</parameters> </parameters>
<!-- Override some of the default shaders so we can add emissive lighting --> <!-- Override some of the default shaders so we can add emissive lighting -->
<!-- Skydome --> <!-- Skydome -->
<technique n="5"> <technique n="5">
<pass n="0"> <pass n="0">
@ -77,7 +77,7 @@
</program> </program>
</pass> </pass>
</technique> </technique>
<!-- Rembrandt --> <!-- Rembrandt -->
<technique n="10"> <technique n="10">
<pass n="0"> <pass n="0">
@ -88,9 +88,9 @@
</program> </program>
</pass> </pass>
</technique> </technique>
<!-- Default shader --> <!-- Default shader -->
<technique n="11"> <technique n="11">
<pass n="0"> <pass n="0">
<texture-unit n="1"> <texture-unit n="1">
<!-- Emissive texture--> <!-- Emissive texture-->
@ -117,9 +117,9 @@
<use>texture[1]/internal-format</use> <use>texture[1]/internal-format</use>
</internal-format> </internal-format>
--> -->
</texture-unit> </texture-unit>
<program n="0"> <program n="0">
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> <!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<!--fog include--> <!--fog include-->
<vertex-shader n="1">Shaders/default.vert</vertex-shader> <vertex-shader n="1">Shaders/default.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>

View file

@ -258,7 +258,7 @@
</internal-format> </internal-format>
</texture-unit> </texture-unit>
<program> <program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> <!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/landmass-g.vert</vertex-shader> <vertex-shader n="1">Shaders/landmass-g.vert</vertex-shader>
<geometry-shader>Shaders/landmass.geom</geometry-shader> <geometry-shader>Shaders/landmass.geom</geometry-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
@ -457,7 +457,7 @@
</internal-format> </internal-format>
</texture-unit> </texture-unit>
<program> <program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> <!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/landmass.vert</vertex-shader> <vertex-shader n="1">Shaders/landmass.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/landmass.frag</fragment-shader> <fragment-shader n="1">Shaders/landmass.frag</fragment-shader>

View file

@ -303,7 +303,7 @@
<use>vertex-program-two-side</use> <use>vertex-program-two-side</use>
</vertex-program-two-side> </vertex-program-two-side>
<program> <program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> <!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<!--fog include--> <!--fog include-->
<vertex-shader n="1">Shaders/default.vert</vertex-shader> <vertex-shader n="1">Shaders/default.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>

View file

@ -162,7 +162,7 @@
</uniform> </uniform>
<!-- END fog include --> <!-- END fog include -->
</pass> </pass>
<pass n="1"> <pass n="1">
<lighting>true</lighting> <lighting>true</lighting>
<material> <material>
@ -195,7 +195,7 @@
<wrap-t>clamp</wrap-t> <wrap-t>clamp</wrap-t>
</texture-unit> </texture-unit>
<program> <program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> <!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/tree.vert</vertex-shader> <vertex-shader n="1">Shaders/tree.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/tree.frag</fragment-shader> <fragment-shader n="1">Shaders/tree.frag</fragment-shader>

View file

@ -735,7 +735,7 @@
<type>noise</type> <type>noise</type>
</texture-unit> </texture-unit>
<program> <program>
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> <!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/urban.vert</vertex-shader> <vertex-shader n="1">Shaders/urban.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/urban.frag</fragment-shader> <fragment-shader n="1">Shaders/urban.frag</fragment-shader>

View file

@ -133,7 +133,7 @@ void main (void)
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
if (dirt_enabled > 0.0){ if (dirt_enabled > 0.0){
vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor); vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor);
vec3 dirtFactor.rgb = reflmap.rgb * dirtFactorIn.rgb; vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb;
//dirtFactor.r = smoothstep(0.0, 1.0, dirtFactor.r); //dirtFactor.r = smoothstep(0.0, 1.0, dirtFactor.r);
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r)); mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r));
if (dirt_multi > 0) { if (dirt_multi > 0) {