Merge branch 'master' of \New Git\fgdata
This commit is contained in:
commit
f2ca47bffb
8 changed files with 24 additions and 97 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/cropgrass</name>
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<inherits-from>Effects/terrain-default</inherits-from>
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<inherits-from>Effects/crop</inherits-from>
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<parameters>
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<texture n="2">
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<image>Textures/Terrain/cropgrass.png</image>
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@ -18,92 +18,4 @@
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</texture>
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<snow-level><use>/sim/rendering/snow-level-m</use></snow-level>
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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/crop-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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<!-- Use material values that are either inherited from the
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terrain-default effect or supplied by an effect derived
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from this one e.g., one created in the materials library. -->
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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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<type>noise</type>
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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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<texture-unit>
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<unit>2</unit>
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<type>1d</type>
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<image><use>texture[3]/image</use></image>
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<filter><use>texture[3]/filter</use></filter>
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<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
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<internal-format>
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<use>texture[3]/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/crop.vert</vertex-shader>
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<fragment-shader>Shaders/crop.frag</fragment-shader>
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</program>
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<uniform>
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<name>NoiseTex</name>
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<type>sampler-3d</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>SampleTex</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>ColorsTex</name>
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<type>sampler-1d</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>snowlevel</name>
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<type>float</type>
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<value><use>snow-level</use></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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@ -49,7 +49,7 @@
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/crop-shader</property>
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<property>/sim/rendering/transition-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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@ -49,7 +49,7 @@
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/crop-shader</property>
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<property>/sim/rendering/transition-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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@ -49,7 +49,7 @@
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/crop-shader</property>
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<property>/sim/rendering/transition-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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@ -7,6 +7,7 @@ varying vec3 VBinormal;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying float bump;
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varying float fogCoord;
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uniform sampler3D NoiseTex;
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uniform sampler2D SampleTex;
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@ -98,10 +99,8 @@ void main (void)
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float vegetationlevel = (rawpos.z)+nvL[2]*3000.0;
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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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float fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
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float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2);
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float n = 0.06;
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@ -114,7 +113,9 @@ void main (void)
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n += noisevec[2]*0.8;
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n += noisevec[3]*2.1;
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n = mix(0.6, n, biasFactor);
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//very low n/biasFactor mix, to keep forest color
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n = mix(0.05, n, biasFactor);
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vec4 c1;
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c1 = basecolor * vec4(smoothstep(-1.3, 0.5, n), smoothstep(-1.3, 0.5, n), smoothstep(-2.0, 0.9, n), 0.0);
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@ -6,6 +6,7 @@ varying vec3 VBinormal;
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varying vec3 Normal;
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varying vec4 constantColor;
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varying float bump;
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varying float fogCoord;
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attribute vec3 tangent;
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attribute vec3 binormal;
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@ -25,4 +26,7 @@ void main(void)
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+ gl_FrontColor * (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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fogCoord = abs(ecPosition.z / ecPosition.w);
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}
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@ -271,6 +271,15 @@
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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>Transition effects</label>
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<property>/sim/rendering/transition-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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<checkbox>
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<halign>left</halign>
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<label>Persistent contrails</label>
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@ -596,6 +596,7 @@ Started September 2000 by David Megginson, david@megginson.com
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<traffic-manager>
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<enabled type="bool">true</enabled>
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<heuristics type="bool">true</heuristics>
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<instantaneous-action type="bool">false</instantaneous-action>
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<proportion>1.0</proportion>
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</traffic-manager>
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