Merge branch 'master' of gitorious.org:fg/fgdata
This commit is contained in:
commit
f61a391e45
14 changed files with 2464 additions and 89 deletions
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@ -1,28 +1,30 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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"http://www.w3.org/TR/html4/loose.dtd">
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<html >
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<head><title></title>
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<head><title>text</title>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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<meta name="generator" content="TeX4ht (http://www.cse.ohio-state.edu/~gurari/TeX4ht/)">
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<meta name="originator" content="TeX4ht (http://www.cse.ohio-state.edu/~gurari/TeX4ht/)">
|
||||
<!-- html,2,info,next,sections+ -->
|
||||
<!-- html,1,info,frames,next,sections+ -->
|
||||
<meta name="src" content="FGShortRef.tex">
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<meta name="date" content="2010-12-29 17:55:00">
|
||||
<meta name="date" content="2014-01-21 15:17:00">
|
||||
<link rel="stylesheet" type="text/css" href="FGShortRef.css">
|
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</head><body
|
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>
|
||||
id="tex4ht-main">
|
||||
<!--l. 59--><p class="noindent" ><a
|
||||
id="tex4ht-body"></a>
|
||||
<div
|
||||
class="centerline"> <span
|
||||
class="ptmbi7t-x-x-120">FlightGear </span><span
|
||||
class="ptmb7t-x-x-120">Short Reference</span> </div>
|
||||
<!--l. 54--><p class="noindent" ><span
|
||||
<!--l. 58--><p class="noindent" ><span
|
||||
class="ptmbi7t-x-x-70">FlightGear </span><span
|
||||
class="ptmr7t-x-x-70">is a free flight simulator developed collectively over the Internet under the GPL. For more information see</span>
|
||||
<a
|
||||
href="http://www.flightgear.org/" ><span
|
||||
class="ptmr7t-x-x-70">http://www.flightgear.org/</span></a><br
|
||||
class="newline" />
|
||||
<!--l. 59--><p class="indent" ><!--tex4ht:inline--><div class="tabular"><table id="TBL-1" class="tabular"
|
||||
<!--l. 63--><p class="indent" ><!--tex4ht:inline--><div class="tabular"><table id="TBL-1" class="tabular"
|
||||
cellspacing="0" cellpadding="0"
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><colgroup id="TBL-1-1g"><col
|
||||
id="TBL-1-1"><col
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||||
|
@ -67,16 +69,16 @@ class="td11"> </td><td style="white-space:nowrap; text-align:left;" i
|
|||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Once the engine has started, set throttle back to idle. Release parking brake (“B”), if applied. </span></td></tr></table>
|
||||
</div>
|
||||
<!--l. 74--><p class="noindent" ><span
|
||||
<!--l. 78--><p class="noindent" ><span
|
||||
class="ptmb7t-x-x-70">Keyboard controls:</span>
|
||||
<table class="multicols" id="multicols-1"><tr><td class="multicol-1">
|
||||
<!--l. 77--><p class="noindent" ><span
|
||||
<!--l. 81--><p class="noindent" ><span
|
||||
class="ptmr7t-x-x-70">Table 1: </span><span
|
||||
class="ptmri7t-x-x-70">Directional controls (activated </span><span
|
||||
class="pcrro7t-x-x-70">NumLock</span><span
|
||||
class="ptmr7t-x-x-70">)</span><br
|
||||
class="newline" />
|
||||
<!--l. 80--><p class="noindent" ><!--tex4ht:inline--><div class="tabular"> <table id="TBL-2" class="tabular"
|
||||
<!--l. 84--><p class="noindent" ><!--tex4ht:inline--><div class="tabular"> <table id="TBL-2" class="tabular"
|
||||
cellspacing="0" cellpadding="0" rules="groups"
|
||||
><colgroup id="TBL-2-1g"><col
|
||||
id="TBL-2-1"></colgroup><colgroup id="TBL-2-2g"><col
|
||||
|
@ -94,27 +96,27 @@ class="td11"><span
|
|||
class="ptmr7t-x-x-70">9 / 3 </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-2-2-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Throttle</span><a
|
||||
id="dx1-2"></a> </td></tr><tr
|
||||
id="dx3-2"></a> </td></tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-2-3-"><td style="white-space:nowrap; text-align:left;" id="TBL-2-3-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">4 / 6 </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-2-3-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Aileron</span><a
|
||||
id="dx1-3"></a></td>
|
||||
id="dx3-3"></a></td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-2-4-"><td style="white-space:nowrap; text-align:left;" id="TBL-2-4-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">8 / 2 </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-2-4-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Elevator</span><a
|
||||
id="dx1-4"></a> </td>
|
||||
id="dx3-4"></a> </td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-2-5-"><td style="white-space:nowrap; text-align:left;" id="TBL-2-5-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">0 / Enter</span></td><td style="white-space:nowrap; text-align:left;" id="TBL-2-5-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Rudder</span><a
|
||||
id="dx1-5"></a> </td>
|
||||
id="dx3-5"></a> </td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-2-6-"><td style="white-space:nowrap; text-align:left;" id="TBL-2-6-1"
|
||||
class="td11"><span
|
||||
|
@ -127,15 +129,15 @@ class="td11"><span
|
|||
class="ptmr7t-x-x-70">7 / 1 </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-2-7-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Elevator trim</span><a
|
||||
id="dx1-6"></a> </td>
|
||||
id="dx3-6"></a> </td>
|
||||
</tr><tr
|
||||
class="hline"><td><hr></td><td><hr></td></tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-2-8-"><td style="white-space:nowrap; text-align:left;" id="TBL-2-8-1"
|
||||
class="td11"> </td></tr></table></div>
|
||||
<!--l. 85--><p class="noindent" ><span
|
||||
<!--l. 89--><p class="noindent" ><span
|
||||
class="ptmr7t-x-x-70">Table 2: </span><span
|
||||
class="ptmri7t-x-x-70">Engine controls</span>
|
||||
<!--l. 89--><p class="noindent" ><!--tex4ht:inline--><div class="tabular"> <table id="TBL-3" class="tabular"
|
||||
<!--l. 93--><p class="noindent" ><!--tex4ht:inline--><div class="tabular"> <table id="TBL-3" class="tabular"
|
||||
cellspacing="0" cellpadding="0" rules="groups"
|
||||
><colgroup id="TBL-3-1g"><col
|
||||
id="TBL-3-1"></colgroup><colgroup id="TBL-3-2g"><col
|
||||
|
@ -212,10 +214,10 @@ class="ptmr7t-x-x-70">Decrease/Increase selected propeller RPM</span></td>
|
|||
class="hline"><td><hr></td><td><hr></td></tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-3-12-"><td style="white-space:nowrap; text-align:left;" id="TBL-3-12-1"
|
||||
class="td11"> </td></tr></table></div>
|
||||
<!--l. 94--><p class="noindent" ><span
|
||||
<!--l. 98--><p class="noindent" ><span
|
||||
class="ptmr7t-x-x-70">Table 3: </span><span
|
||||
class="ptmri7t-x-x-70">Miscellaneous aircraft controls</span>
|
||||
<!--l. 98--><p class="noindent" ><!--tex4ht:inline--><div class="tabular"> <table id="TBL-4" class="tabular"
|
||||
<!--l. 102--><p class="noindent" ><!--tex4ht:inline--><div class="tabular"> <table id="TBL-4" class="tabular"
|
||||
cellspacing="0" cellpadding="0" rules="groups"
|
||||
><colgroup id="TBL-4-1g"><col
|
||||
id="TBL-4-1"></colgroup><colgroup id="TBL-4-2g"><col
|
||||
|
@ -233,7 +235,7 @@ class="td11"><span
|
|||
class="ptmr7t-x-x-70">b </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-4-2-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Apply all brakes</span><a
|
||||
id="dx1-7"></a> </td>
|
||||
id="dx3-7"></a> </td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-4-3-"><td style="white-space:nowrap; text-align:left;" id="TBL-4-3-1"
|
||||
class="td11"><span
|
||||
|
@ -245,7 +247,7 @@ class="ptmr7t-x-x-70">Apply left/right brake </span></td>
|
|||
class="td11"> </td><td style="white-space:nowrap; text-align:left;" id="TBL-4-4-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">(useful for differential braking</span><a
|
||||
id="dx1-8"></a><span
|
||||
id="dx3-8"></a><span
|
||||
class="ptmr7t-x-x-70">)</span></td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-4-5-"><td style="white-space:nowrap; text-align:left;" id="TBL-4-5-1"
|
||||
|
@ -253,23 +255,23 @@ class="td11"><span
|
|||
class="ptmr7t-x-x-70">l </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-4-5-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Toggle tail-wheel lock</span><a
|
||||
id="dx1-9"></a> </td>
|
||||
id="dx3-9"></a> </td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-4-6-"><td style="white-space:nowrap; text-align:left;" id="TBL-4-6-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">B </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-4-6-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Toggle parking brake</span> <a
|
||||
id="dx1-10"></a><a
|
||||
id="dx1-11"></a> </td>
|
||||
id="dx3-10"></a><a
|
||||
id="dx3-11"></a> </td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-4-7-"><td style="white-space:nowrap; text-align:left;" id="TBL-4-7-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">g/G </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-4-7-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Raise/lower landing gear</span><a
|
||||
id="dx1-12"></a><a
|
||||
id="dx1-13"></a> </td>
|
||||
id="dx3-12"></a><a
|
||||
id="dx3-13"></a> </td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-4-8-"><td style="white-space:nowrap; text-align:left;" id="TBL-4-8-1"
|
||||
class="td11"><span
|
||||
|
@ -291,28 +293,29 @@ class="ptmr7t-x-x-70">/ </span><span
|
|||
class="cmr-7">] </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-4-10-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Retract/extend flaps</span><a
|
||||
id="dx1-14"></a> </td>
|
||||
id="dx3-14"></a> </td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-4-11-"><td style="white-space:nowrap; text-align:left;" id="TBL-4-11-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">j / k </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-4-11-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Retract/extend spoilers</span><a
|
||||
id="dx1-15"></a> </td>
|
||||
id="dx3-15"></a> </td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-4-12-"><td style="white-space:nowrap; text-align:left;" id="TBL-4-12-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Ctrl-B</span></td><td style="white-space:nowrap; text-align:left;" id="TBL-4-12-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Toggle speed brakes </span></td>
|
||||
class="ptmr7t-x-x-70">Toggle speed brakes</span><a
|
||||
id="dx3-16"></a> </td>
|
||||
</tr><tr
|
||||
class="hline"><td><hr></td><td><hr></td></tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-4-13-"><td style="white-space:nowrap; text-align:left;" id="TBL-4-13-1"
|
||||
class="td11"> </td></tr></table></div>
|
||||
<!--l. 104--><p class="noindent" ><span
|
||||
<!--l. 108--><p class="noindent" ><span
|
||||
class="ptmr7t-x-x-70">Table 4: </span><span
|
||||
class="ptmri7t-x-x-70">General simulator controls</span>
|
||||
<!--l. 108--><p class="noindent" ><!--tex4ht:inline--><div class="tabular"> <table id="TBL-5" class="tabular"
|
||||
<!--l. 112--><p class="noindent" ><!--tex4ht:inline--><div class="tabular"> <table id="TBL-5" class="tabular"
|
||||
cellspacing="0" cellpadding="0" rules="groups"
|
||||
><colgroup id="TBL-5-1g"><col
|
||||
id="TBL-5-1"></colgroup><colgroup id="TBL-5-2g"><col
|
||||
|
@ -330,7 +333,7 @@ class="td11"><span
|
|||
class="ptmr7t-x-x-70">p </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-5-2-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Pause simulator</span> <a
|
||||
id="dx1-16"></a> </td>
|
||||
id="dx3-17"></a> </td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-5-3-"><td style="white-space:nowrap; text-align:left;" id="TBL-5-3-1"
|
||||
class="td11"><span
|
||||
|
@ -365,12 +368,12 @@ class="ptmr7t-x-x-70">Exit program </span></td>
|
|||
class="hline"><td><hr></td><td><hr></td></tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-5-8-"><td style="white-space:nowrap; text-align:left;" id="TBL-5-8-1"
|
||||
class="td11"> </td></tr></table></div>
|
||||
<!--l. 113--><p class="noindent" ><span
|
||||
<!--l. 117--><p class="noindent" ><span
|
||||
class="ptmr7t-x-x-70">Table 5: </span><span
|
||||
class="ptmri7t-x-x-70">View controls (de-activated </span><span
|
||||
class="pcrro7t-x-x-70">NumLock</span><span
|
||||
class="ptmri7t-x-x-70">)</span>
|
||||
<!--l. 117--><p class="noindent" ><!--tex4ht:inline--><div class="tabular"> <table id="TBL-6" class="tabular"
|
||||
<!--l. 121--><p class="noindent" ><!--tex4ht:inline--><div class="tabular"> <table id="TBL-6" class="tabular"
|
||||
cellspacing="0" cellpadding="0" rules="groups"
|
||||
><colgroup id="TBL-6-1g"><col
|
||||
id="TBL-6-1"></colgroup><colgroup id="TBL-6-2g"><col
|
||||
|
@ -381,7 +384,7 @@ class="td11"><span
|
|||
class="ptmr7t-x-x-70">Numpad Key</span></td><td style="white-space:nowrap; text-align:left;" id="TBL-6-1-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">View direction</span><a
|
||||
id="dx1-17"></a></td>
|
||||
id="dx3-18"></a></td>
|
||||
</tr><tr
|
||||
class="hline"><td><hr></td><td><hr></td></tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-6-2-"><td style="white-space:nowrap; text-align:center;" id="TBL-6-2-1"
|
||||
|
@ -433,10 +436,10 @@ class="ptmr7t-x-x-70">Right/forward </span></td>
|
|||
class="hline"><td><hr></td><td><hr></td></tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-6-10-"><td style="white-space:nowrap; text-align:center;" id="TBL-6-10-1"
|
||||
class="td11"> </td></tr></table></div>
|
||||
<!--l. 125--><p class="noindent" ><span
|
||||
<!--l. 129--><p class="noindent" ><span
|
||||
class="ptmr7t-x-x-70">Table 6: </span><span
|
||||
class="ptmri7t-x-x-70">Autopilot controls</span>
|
||||
<!--l. 129--><p class="noindent" ><!--tex4ht:inline--><div class="tabular"> <table id="TBL-7" class="tabular"
|
||||
<!--l. 133--><p class="noindent" ><!--tex4ht:inline--><div class="tabular"> <table id="TBL-7" class="tabular"
|
||||
cellspacing="0" cellpadding="0" rules="groups"
|
||||
><colgroup id="TBL-7-1g"><col
|
||||
id="TBL-7-1"></colgroup><colgroup id="TBL-7-2g"><col
|
||||
|
@ -460,7 +463,7 @@ class="td11"><span
|
|||
class="ptmr7t-x-x-70">Ctrl-A </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-7-3-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Toggle altitude lock</span> <a
|
||||
id="dx1-18"></a> </td>
|
||||
id="dx3-19"></a> </td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-7-4-"><td style="white-space:nowrap; text-align:left;" id="TBL-7-4-1"
|
||||
class="td11"><span
|
||||
|
@ -473,7 +476,7 @@ class="td11"><span
|
|||
class="ptmr7t-x-x-70">Ctrl-H </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-7-5-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Toggle heading hold</span><a
|
||||
id="dx1-19"></a> </td>
|
||||
id="dx3-20"></a> </td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-7-6-"><td style="white-space:nowrap; text-align:left;" id="TBL-7-6-1"
|
||||
class="td11"><span
|
||||
|
@ -486,7 +489,7 @@ class="td11"><span
|
|||
class="ptmr7t-x-x-70">Ctrl-S </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-7-7-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Toggle autothrottle</span><a
|
||||
id="dx1-20"></a> </td>
|
||||
id="dx3-21"></a> </td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-7-8-"><td style="white-space:nowrap; text-align:left;" id="TBL-7-8-1"
|
||||
class="td11"><span
|
||||
|
@ -537,10 +540,10 @@ class="td11"> </td></tr></table></div>
|
|||
|
||||
|
||||
|
||||
<!--l. 134--><p class="noindent" ><span
|
||||
<!--l. 138--><p class="noindent" ><span
|
||||
class="ptmr7t-x-x-70">Table 7: </span><span
|
||||
class="ptmri7t-x-x-70">Display controls</span>
|
||||
<!--l. 138--><p class="noindent" ><!--tex4ht:inline--><div class="tabular"> <table id="TBL-8" class="tabular"
|
||||
<!--l. 142--><p class="noindent" ><!--tex4ht:inline--><div class="tabular"> <table id="TBL-8" class="tabular"
|
||||
cellspacing="0" cellpadding="0" rules="groups"
|
||||
><colgroup id="TBL-8-1g"><col
|
||||
id="TBL-8-1"></colgroup><colgroup id="TBL-8-2g"><col
|
||||
|
@ -548,106 +551,112 @@ id="TBL-8-2"></colgroup><tr
|
|||
class="hline"><td><hr></td><td><hr></td></tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-8-1-"><td style="white-space:nowrap; text-align:left;" id="TBL-8-1-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Key </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-1-2"
|
||||
class="ptmr7t-x-x-70">Key </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-1-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Action </span></td>
|
||||
</tr><tr
|
||||
class="hline"><td><hr></td><td><hr></td></tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-8-2-"><td style="white-space:nowrap; text-align:left;" id="TBL-8-2-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">P </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-2-2"
|
||||
class="ptmr7t-x-x-70">P </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-2-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Toggle instrument panel</span><a
|
||||
id="dx1-21"></a> <span
|
||||
id="dx3-22"></a> <span
|
||||
class="ptmr7t-x-x-70">on/off </span></td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-8-3-"><td style="white-space:nowrap; text-align:left;" id="TBL-8-3-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">c </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-3-2"
|
||||
class="ptmr7t-x-x-70">c </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-3-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Toggle3D/2D cockpit</span> <a
|
||||
id="dx1-22"></a><span
|
||||
id="dx3-23"></a><span
|
||||
class="ptmr7t-x-x-70">(if both are available)</span> <a
|
||||
id="dx1-23"></a><a
|
||||
id="dx1-24"></a></td>
|
||||
id="dx3-24"></a><a
|
||||
id="dx3-25"></a></td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-8-4-"><td style="white-space:nowrap; text-align:left;" id="TBL-8-4-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">S </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-4-2"
|
||||
class="ptmr7t-x-x-70">S </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-4-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Cycle panel style full/mini </span></td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-8-5-"><td style="white-space:nowrap; text-align:left;" id="TBL-8-5-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Ctrl-C</span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-5-2"
|
||||
class="ptmr7t-x-x-70">Ctrl-C </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-5-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Toggle panel/cockpit hotspot visibility </span></td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-8-6-"><td style="white-space:nowrap; text-align:left;" id="TBL-8-6-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">h </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-6-2"
|
||||
class="ptmr7t-x-x-70">h </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-6-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Toggle HUD </span></td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-8-7-"><td style="white-space:nowrap; text-align:left;" id="TBL-8-7-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">H </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-7-2"
|
||||
class="ptmr7t-x-x-70">H </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-7-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Change HUD brightness </span></td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-8-8-"><td style="white-space:nowrap; text-align:left;" id="TBL-8-8-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">i / I </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-8-2"
|
||||
class="ptmr7t-x-x-70">i / I </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-8-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Minimize/maximize HUD </span></td>
|
||||
</tr><tr
|
||||
class="hline"><td><hr></td><td><hr></td></tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-8-9-"><td style="white-space:nowrap; text-align:left;" id="TBL-8-9-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">x / X </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-9-2"
|
||||
class="ptmr7t-x-x-70">x / X </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-9-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Zoom in/out </span></td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-8-10-"><td style="white-space:nowrap; text-align:left;" id="TBL-8-10-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">v / V </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-10-2"
|
||||
class="ptmr7t-x-x-70">v / V </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-10-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Cycle view modes</span><a
|
||||
id="dx1-25"></a> <span
|
||||
id="dx3-26"></a> <span
|
||||
class="ptmr7t-x-x-70">forth and back </span></td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-8-11-"><td style="white-space:nowrap; text-align:left;" id="TBL-8-11-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Ctrl-V</span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-11-2"
|
||||
class="ptmr7t-x-x-70">Ctrl-V </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-11-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Reset view modes</span><a
|
||||
id="dx1-26"></a> <span
|
||||
id="dx3-27"></a> <span
|
||||
class="ptmr7t-x-x-70">to pilot view </span></td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-8-12-"><td style="white-space:nowrap; text-align:left;" id="TBL-8-12-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">z / Z </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-12-2"
|
||||
class="ptmr7t-x-x-70">z / Z </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-12-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Increase/Decrease visibility (fog) </span></td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-8-13-"><td style="white-space:nowrap; text-align:left;" id="TBL-8-13-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">F10 </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-13-2"
|
||||
class="ptmr7t-x-x-70">F10 </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-13-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Toggle menu on/off </span></td>
|
||||
</tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-8-14-"><td style="white-space:nowrap; text-align:left;" id="TBL-8-14-1"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Shift-F10</span></td><td style="white-space:nowrap; text-align:left;" id="TBL-8-14-2"
|
||||
class="td11"><span
|
||||
class="ptmr7t-x-x-70">Toggle fullscreen mode on/off </span></td>
|
||||
</tr><tr
|
||||
class="hline"><td><hr></td><td><hr></td></tr><tr
|
||||
style="vertical-align:baseline;" id="TBL-8-14-"><td style="white-space:nowrap; text-align:left;" id="TBL-8-14-1"
|
||||
class="td11"> </td></tr></table></div>
|
||||
style="vertical-align:baseline;" id="TBL-8-15-"><td style="white-space:nowrap; text-align:left;" id="TBL-8-15-1"
|
||||
class="td11"> </td></tr></table></div>
|
||||
</td></tr></table>
|
||||
<!--l. 144--><p class="noindent" ><span
|
||||
<!--l. 148--><p class="noindent" ><span
|
||||
class="ptmb7t-x-x-70">Mouse controlled functions: </span><span
|
||||
class="ptmr7t-x-x-70">There are three mouse modes, which can be swapped between by clicking the right mouse</span>
|
||||
class="ptmr7t-x-x-70">There are three mouse modes, which can be swapped between by using the Tab key on your</span>
|
||||
<span
|
||||
class="ptmr7t-x-x-70">button.</span>
|
||||
class="ptmr7t-x-x-70">keyboard.</span>
|
||||
<ol class="enumerate1" >
|
||||
<li
|
||||
class="enumerate" id="x1-28x1"><span
|
||||
class="enumerate" id="x3-29x1"><span
|
||||
class="ptmr7t-x-x-70">In </span><span
|
||||
class="ptmb7t-x-x-70">normal </span><span
|
||||
class="ptmr7t-x-x-70">mode (pointer cursor), the panel and cockpit controls can be operated using the mouse. To change a control,</span>
|
||||
|
@ -656,10 +665,14 @@ class="ptmr7t-x-x-70">click with the left/middle mouse button on the correspondi
|
|||
<span
|
||||
class="ptmr7t-x-x-70">the setting, while the right side increases the setting. The left mouse button makes small changes while the middle button</span>
|
||||
<span
|
||||
class="ptmr7t-x-x-70">makes larger ones. The scrollwheel may be used on some controls. Press Ctrl-c to view panel/cockpit hotspots.</span>
|
||||
class="ptmr7t-x-x-70">makes larger ones. Some controls can also be manipulated by holding down the left mouse button and dragging them, or</span>
|
||||
<span
|
||||
class="ptmr7t-x-x-70">by using the mouse scrollwheel. You can change the view direction by holding down the right mouse button and moving</span>
|
||||
<span
|
||||
class="ptmr7t-x-x-70">your mouse. Press Ctrl-c to view panel/cockpit hotspots.</span>
|
||||
</li>
|
||||
<li
|
||||
class="enumerate" id="x1-30x2"><span
|
||||
class="enumerate" id="x3-31x2"><span
|
||||
class="ptmr7t-x-x-70">In </span><span
|
||||
class="ptmb7t-x-x-70">control </span><span
|
||||
class="ptmr7t-x-x-70">mode (cross hair cursor), the mouse is used to directly control the aircraft in the absence of a joystick. Moving</span>
|
||||
|
@ -671,9 +684,11 @@ class="ptmr7t-x-x-70">control of the rudder (left/right), while holding the midd
|
|||
class="ptmr7t-x-x-70">scrollwheel controls elevator trim. Using auto-coordination (</span><span
|
||||
class="pcrr7t-x-x-70">--enable-auto-coordination</span><span
|
||||
class="ptmr7t-x-x-70">) is recommended.</span>
|
||||
<span
|
||||
class="ptmr7t-x-x-70">You can change the view direction by holding down the right mouse button and moving your mouse.</span>
|
||||
</li>
|
||||
<li
|
||||
class="enumerate" id="x1-32x3"><span
|
||||
class="enumerate" id="x3-33x3"><span
|
||||
class="ptmr7t-x-x-70">In </span><span
|
||||
class="ptmb7t-x-x-70">view </span><span
|
||||
class="ptmr7t-x-x-70">mode (arrow cursor), you can control the view direction using the mouse. Clicking the left mouse button resets</span>
|
||||
|
@ -682,18 +697,17 @@ class="ptmr7t-x-x-70">the view direction. Holding the middle button down while m
|
|||
<span
|
||||
class="ptmr7t-x-x-70">be used to control the field of view.</span>
|
||||
</li></ol>
|
||||
<!--l. 167--><p class="noindent" ><span
|
||||
<!--l. 176--><p class="noindent" ><span
|
||||
class="ptmr7t-x-x-70">Short Reference by M. Basler, S. Buchanan for </span><span
|
||||
class="ptmbi7t-x-x-70">FlightGear </span><span
|
||||
class="ptmr7t-x-x-70">version 2.12.0.</span><br
|
||||
class="ptmr7t-x-x-70">version 3.0.0.</span><br
|
||||
class="newline" /><span
|
||||
class="ptmr7t-x-x-70">Published under the GPL (</span><a
|
||||
href="http://www.gnu.org/copyleft/gpl.html" ><span
|
||||
class="ptmr7t-x-x-70">http://www.gnu.org/copyleft/gpl.html</span></a><span
|
||||
class="ptmr7t-x-x-70">)</span>
|
||||
|
||||
</body></html>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</body></html>
|
||||
|
|
Binary file not shown.
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Docs/Nasal-doc.pdf
Normal file
BIN
Docs/Nasal-doc.pdf
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1461
Docs/Nasal-doc.tex
Normal file
1461
Docs/Nasal-doc.tex
Normal file
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Docs/getstart-it.pdf
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BIN
Docs/getstart-it.pdf
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BIN
Docs/readme.pdf
BIN
Docs/readme.pdf
Binary file not shown.
254
Effects/dirt-runway.eff
Normal file
254
Effects/dirt-runway.eff
Normal file
|
@ -0,0 +1,254 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<PropertyList>
|
||||
<name>Effects/dirt-runway</name>
|
||||
<inherits-from>Effects/runway</inherits-from>
|
||||
<parameters>
|
||||
<texture n="16">
|
||||
<image>Textures.high/Terrain/sand_hires_ochre.png</image>
|
||||
<type>2d</type>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<texture n="17">
|
||||
<image>Textures.high/Terrain/airport_grass2.png</image>
|
||||
<type>2d</type>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
</parameters>
|
||||
|
||||
|
||||
<technique n="2">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/shaders/skydome</property>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">4.0</value>
|
||||
<float-property>/sim/rendering/shaders/landmass</float-property>
|
||||
</less-equal>
|
||||
<less-equal>
|
||||
<value type="float">3.0</value>
|
||||
<float-property>/sim/rendering/shaders/transition</float-property>
|
||||
</less-equal>
|
||||
</or>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<glversion/>
|
||||
</less-equal>
|
||||
<and>
|
||||
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
||||
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
||||
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
||||
</and>
|
||||
</or>
|
||||
</and>
|
||||
</predicate>
|
||||
|
||||
|
||||
<pass>
|
||||
<lighting>true</lighting>
|
||||
<material>
|
||||
<ambient><use>material/ambient</use></ambient>
|
||||
<diffuse><use>material/diffuse</use></diffuse>
|
||||
<specular><use>material/specular</use></specular>
|
||||
<emissive><use>material/emissive</use></emissive>
|
||||
<shininess><use>material/shininess</use></shininess>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<blend><use>transparent</use></blend>
|
||||
<alpha-test><use>transparent</use></alpha-test>
|
||||
<shade-model>smooth</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number><use>render-bin/bin-number</use></bin-number>
|
||||
<bin-name><use>render-bin/bin-name</use></bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<type><use>texture[16]/type</use></type>
|
||||
<image><use>texture[16]/image</use></image>
|
||||
<filter><use>texture[16]/filter</use></filter>
|
||||
<wrap-s><use>texture[16]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[16]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[16]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>4</unit>
|
||||
<type><use>texture[4]/type</use></type>
|
||||
<image><use>texture[4]/image</use></image>
|
||||
<filter><use>texture[4]/filter</use></filter>
|
||||
<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[4]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>5</unit>
|
||||
<type><use>texture[17]/type</use></type>
|
||||
<image><use>texture[17]/image</use></image>
|
||||
<filter><use>texture[17]/filter</use></filter>
|
||||
<wrap-s><use>texture[17]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[17]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[17]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>6</unit>
|
||||
<type><use>texture[10]/type</use></type>
|
||||
<image><use>texture[10]/image</use></image>
|
||||
<filter><use>texture[10]/filter</use></filter>
|
||||
<wrap-s><use>texture[10]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[10]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[10]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>7</unit>
|
||||
<type><use>texture[11]/type</use></type>
|
||||
<image><use>texture[11]/image</use></image>
|
||||
<filter><use>texture[11]/filter</use></filter>
|
||||
<wrap-s><use>texture[11]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[11]/wrap-t</use></wrap-t>
|
||||
<internal-format><use>texture[11]/internal-format</use></internal-format>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/terrain-haze-ultra.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/drunway-lightfield.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>visibility</name>
|
||||
<type>float</type>
|
||||
<value><use>visibility</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>avisibility</name>
|
||||
<type>float</type>
|
||||
<value><use>avisibility</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>hazeLayerAltitude</name>
|
||||
<type>float</type>
|
||||
<value><use>lthickness</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>scattering</name>
|
||||
<type>float</type>
|
||||
<value><use>scattering</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>ground_scattering</name>
|
||||
<type>float</type>
|
||||
<value><use>ground_scattering</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terminator</name>
|
||||
<type>float</type>
|
||||
<value><use>terminator</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terrain_alt</name>
|
||||
<type>float</type>
|
||||
<value><use>terrain_alt</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>overcast</name>
|
||||
<type>float</type>
|
||||
<value><use>overcast</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>eye_alt</name>
|
||||
<type>float</type>
|
||||
<value><use>eye_alt</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>snowlevel</name>
|
||||
<type>float</type>
|
||||
<value><use>snow_level</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>snow_thickness_factor</name>
|
||||
<type>float</type>
|
||||
<value> <use>snow_thickness_factor</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>dust_cover_factor</name>
|
||||
<type>float</type>
|
||||
<value><use>dust_cover_factor</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>lichen_cover_factor</name>
|
||||
<type>float</type>
|
||||
<value> <use>lichen_cover_factor</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>wetness</name>
|
||||
<type>float</type>
|
||||
<value><use>wetness</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>fogstructure</name>
|
||||
<type>float</type>
|
||||
<value><use>fogstructure</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>cloud_self_shading</name>
|
||||
<type>float</type>
|
||||
<value><use>cloud_self_shading</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>moonlight</name>
|
||||
<type>float</type>
|
||||
<value><use>moonlight</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>quality_level</name>
|
||||
<type>int</type>
|
||||
<value><use>quality_level</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>tquality_level</name>
|
||||
<type>int</type>
|
||||
<value><use>tquality_level</use></value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>NormalTex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">4</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>mix_texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">5</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>snow_texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">6</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>detail_texture</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">7</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>colorMode</name>
|
||||
<type>int</type>
|
||||
<value>2</value>
|
||||
<!-- AMBIENT_AND_DIFFUSE -->
|
||||
</uniform>
|
||||
<depth>
|
||||
<function>lequal</function>
|
||||
<!-- <write-mask type="bool">false</write-mask> -->
|
||||
</depth>
|
||||
</pass>
|
||||
</technique>
|
||||
</PropertyList>
|
|
@ -18,6 +18,7 @@
|
|||
|
||||
<material>
|
||||
<name>dirt_rwy</name>
|
||||
<effect>Effects/dirt-runway</effect>
|
||||
<texture>Runway/dirt_rwy.png</texture>
|
||||
<friction-factor>0.7</friction-factor>
|
||||
<rolling-friction>0.04</rolling-friction>
|
||||
|
@ -2867,6 +2868,113 @@
|
|||
<bumpiness>0.1</bumpiness>
|
||||
</material>
|
||||
|
||||
|
||||
<!-- REGIONAL DEFINITIONS - SOUTH AFRICA -->
|
||||
|
||||
|
||||
<material include="Materials/regions/south_africa.xml">
|
||||
<name>MixedCropPastureCover</name>
|
||||
<name>MixedCrop</name>
|
||||
<name>ComplexCrop</name>
|
||||
<texture-set>
|
||||
<texture>Terrain/cropgrass-madagascar.png</texture>
|
||||
<texture n="12">Terrain/tundra-hawaii-green.png</texture>
|
||||
</texture-set>
|
||||
<parameters>
|
||||
<transition_model>0.5</transition_model>
|
||||
</parameters>
|
||||
<xsize>2000</xsize>
|
||||
<ysize>2000</ysize>
|
||||
<light-coverage>2000000.0</light-coverage>
|
||||
<solid>1</solid>
|
||||
<friction-factor>0.9</friction-factor>
|
||||
<rolling-friction>0.1</rolling-friction>
|
||||
<bumpiness>0.7</bumpiness>
|
||||
<load-resistance>1e30</load-resistance>
|
||||
</material>
|
||||
|
||||
|
||||
|
||||
<material include="Materials/regions/south_africa.xml">
|
||||
<name>DeciduousBroadCover</name>
|
||||
<name>DeciduousForest</name>
|
||||
<name>Bog</name>
|
||||
<name>Heath</name>
|
||||
<texture-set>
|
||||
<texture>Terrain/rainforest-hawaii.png</texture>
|
||||
<texture n="12">Terrain/tundra-hawaii-green.png</texture>
|
||||
</texture-set>
|
||||
<parameters>
|
||||
<transition_model>0.5</transition_model>
|
||||
</parameters>
|
||||
<xsize>2000</xsize>
|
||||
<ysize>2000</ysize>
|
||||
<light-coverage>10000000.0</light-coverage>
|
||||
<wood-coverage>4000.0</wood-coverage>
|
||||
<tree-texture>Trees/tropical.png</tree-texture>
|
||||
<tree-varieties>8</tree-varieties>
|
||||
<tree-range-m alias="/params/forest/tree-range-m"/>
|
||||
<tree-height-m>25.0</tree-height-m>
|
||||
<tree-width-m>15.0</tree-width-m>
|
||||
<rolling-friction>1</rolling-friction>
|
||||
<bumpiness>0.85</bumpiness>
|
||||
</material>
|
||||
|
||||
<material include="Materials/regions/south_africa.xml">
|
||||
<name>EvergreenBroadCover</name>
|
||||
<name>EvergreenForest</name>
|
||||
<effect>Effects/forest</effect>
|
||||
<texture-set>
|
||||
<texture>Terrain/forest1a.png</texture>
|
||||
<texture n="12">Terrain/tundra-hawaii-green.png</texture>
|
||||
</texture-set>
|
||||
<parameters>
|
||||
<transition_model>0.5</transition_model>
|
||||
</parameters>
|
||||
<xsize>2000</xsize>
|
||||
<ysize>2000</ysize>
|
||||
<light-coverage>10000000.0</light-coverage>
|
||||
<wood-coverage>4000.0</wood-coverage>
|
||||
<tree-texture>Trees/coniferous.png</tree-texture>
|
||||
<tree-varieties>8</tree-varieties>
|
||||
<tree-range-m alias="/params/forest/tree-range-m"/>
|
||||
<tree-height-m>25.0</tree-height-m>
|
||||
<tree-width-m>18.0</tree-width-m>
|
||||
<rolling-friction>1</rolling-friction>
|
||||
<bumpiness>1</bumpiness>
|
||||
</material>
|
||||
|
||||
<material include="Materials/regions/south_africa.xml">
|
||||
<name>DryCropPastureCover</name>
|
||||
<name>DryCrop</name>
|
||||
<texture-set>
|
||||
<texture>Terrain/dry_pasture4.png</texture>
|
||||
<texture n="12">Terrain/dirtrock.png</texture>
|
||||
<texture n="15">Terrain/tundra-hawaii-green.png</texture>
|
||||
</texture-set>
|
||||
<parameters>
|
||||
<dot_size>10.0</dot_size>
|
||||
</parameters>
|
||||
<object-mask>Terrain/drycrop1.mask.png</object-mask>
|
||||
<object-mask>Terrain/drycrop2.mask.png</object-mask>
|
||||
<object-mask>Terrain/drycrop3.mask.png</object-mask>
|
||||
<xsize>2000</xsize>
|
||||
<ysize>2000</ysize>
|
||||
<solid>1</solid>
|
||||
<friction-factor>0.9</friction-factor>
|
||||
<rolling-friction>0.1</rolling-friction>
|
||||
<bumpiness>0.6</bumpiness>
|
||||
<load-resistance>1e30</load-resistance>
|
||||
<light-coverage>2000000.0</light-coverage>
|
||||
<object-group include="Materials/base/farm-buildings.xml"/>
|
||||
<wood-coverage>10000.0</wood-coverage>
|
||||
<tree-texture>Trees/mixed.png</tree-texture>
|
||||
<tree-varieties>8</tree-varieties>
|
||||
<tree-range-m alias="/params/forest/tree-range-m"/>
|
||||
<tree-height-m>20.0</tree-height-m>
|
||||
<tree-width-m>12.0</tree-width-m>
|
||||
</material>
|
||||
|
||||
<!-- REGIONAL DEFINITIONS - ASIA -->
|
||||
|
||||
<!-- Regional Asian irrigated crops -->
|
||||
|
|
32
Materials/regions/south_africa.xml
Normal file
32
Materials/regions/south_africa.xml
Normal file
|
@ -0,0 +1,32 @@
|
|||
<?xml version="1.0"?>
|
||||
<!-- General settings for all South Africa materials -->
|
||||
<PropertyList>
|
||||
<!-- Define South Africa as a box with given latitude/longitude -->
|
||||
<condition>
|
||||
<and>
|
||||
<equals>
|
||||
<property>sim/startup/season</property>
|
||||
<value>summer</value>
|
||||
</equals>
|
||||
<and>
|
||||
<greater-than>
|
||||
<property>position/longitude-deg</property>
|
||||
<value>9.0</value>
|
||||
</greater-than>
|
||||
<less-than>
|
||||
<property>position/longitude-deg</property>
|
||||
<value>36.0</value>
|
||||
</less-than>
|
||||
<greater-than>
|
||||
<property>position/latitude-deg</property>
|
||||
<value>-37.0</value>
|
||||
</greater-than>
|
||||
<less-than>
|
||||
<property>position/latitude-deg</property>
|
||||
<value>-21.0</value>
|
||||
</less-than>
|
||||
</and>
|
||||
</and>
|
||||
</condition>
|
||||
|
||||
</PropertyList>
|
502
Shaders/drunway-lightfield.frag
Normal file
502
Shaders/drunway-lightfield.frag
Normal file
|
@ -0,0 +1,502 @@
|
|||
// -*-C++-*-
|
||||
|
||||
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||||
// Ambient term comes in gl_Color.rgb.
|
||||
varying vec4 diffuse_term;
|
||||
varying vec3 normal;
|
||||
//varying vec2 nvec;
|
||||
varying vec3 relPos;
|
||||
varying vec2 rawPos;
|
||||
varying vec3 ecViewdir;
|
||||
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform sampler2D NormalTex;
|
||||
//uniform sampler3D NoiseTex;
|
||||
//uniform sampler2D snow_texture;
|
||||
//uniform sampler2D detail_texture;
|
||||
uniform sampler2D mix_texture;
|
||||
|
||||
//varying float yprime_alt;
|
||||
//varying float mie_angle;
|
||||
varying float steepness;
|
||||
|
||||
|
||||
uniform float visibility;
|
||||
uniform float avisibility;
|
||||
uniform float scattering;
|
||||
uniform float terminator;
|
||||
uniform float terrain_alt;
|
||||
uniform float hazeLayerAltitude;
|
||||
uniform float overcast;
|
||||
uniform float eye_alt;
|
||||
uniform float snowlevel;
|
||||
uniform float dust_cover_factor;
|
||||
uniform float lichen_cover_factor;
|
||||
uniform float wetness;
|
||||
uniform float fogstructure;
|
||||
uniform float snow_thickness_factor;
|
||||
uniform float cloud_self_shading;
|
||||
uniform int quality_level;
|
||||
uniform int tquality_level;
|
||||
|
||||
const float EarthRadius = 5800000.0;
|
||||
const float terminator_width = 200000.0;
|
||||
|
||||
float alt;
|
||||
float eShade;
|
||||
float yprime_alt;
|
||||
float mie_angle;
|
||||
|
||||
|
||||
|
||||
float rand2D(in vec2 co){
|
||||
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
float cosine_interpolate(in float a, in float b, in float x)
|
||||
{
|
||||
float ft = x * 3.1415927;
|
||||
float f = (1.0 - cos(ft)) * .5;
|
||||
|
||||
return a*(1.0-f) + b*f;
|
||||
}
|
||||
|
||||
float simple_interpolate(in float a, in float b, in float x)
|
||||
{
|
||||
return a + smoothstep(0.0,1.0,x) * (b-a);
|
||||
//return mix(a,b,x);
|
||||
}
|
||||
|
||||
float interpolatedNoise2D(in float x, in float y)
|
||||
{
|
||||
float integer_x = x - fract(x);
|
||||
float fractional_x = x - integer_x;
|
||||
|
||||
float integer_y = y - fract(y);
|
||||
float fractional_y = y - integer_y;
|
||||
|
||||
float v1 = rand2D(vec2(integer_x, integer_y));
|
||||
float v2 = rand2D(vec2(integer_x+1.0, integer_y));
|
||||
float v3 = rand2D(vec2(integer_x, integer_y+1.0));
|
||||
float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
|
||||
|
||||
float i1 = simple_interpolate(v1 , v2 , fractional_x);
|
||||
float i2 = simple_interpolate(v3 , v4 , fractional_x);
|
||||
|
||||
return simple_interpolate(i1 , i2 , fractional_y);
|
||||
}
|
||||
|
||||
|
||||
float Noise2D(in vec2 coord, in float wavelength)
|
||||
{
|
||||
return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||
{
|
||||
x = x - 0.5;
|
||||
|
||||
// use the asymptotics to shorten computations
|
||||
if (x > 30.0) {return e;}
|
||||
if (x < -15.0) {return 0.0;}
|
||||
|
||||
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
|
||||
}
|
||||
|
||||
// this determines how light is attenuated in the distance
|
||||
// physically this should be exp(-arg) but for technical reasons we use a sharper cutoff
|
||||
// for distance > visibility
|
||||
|
||||
float fog_func (in float targ)
|
||||
{
|
||||
|
||||
|
||||
float fade_mix;
|
||||
|
||||
// for large altitude > 30 km, we switch to some component of quadratic distance fading to
|
||||
// create the illusion of improved visibility range
|
||||
|
||||
targ = 1.25 * targ * smoothstep(0.04,0.06,targ); // need to sync with the distance to which terrain is drawn
|
||||
|
||||
|
||||
if (alt < 30000.0)
|
||||
{return exp(-targ - targ * targ * targ * targ);}
|
||||
else if (alt < 50000.0)
|
||||
{
|
||||
fade_mix = (alt - 30000.0)/20000.0;
|
||||
return fade_mix * exp(-targ*targ - pow(targ,4.0)) + (1.0 - fade_mix) * exp(-targ - pow(targ,4.0));
|
||||
}
|
||||
else
|
||||
{
|
||||
return exp(- targ * targ - pow(targ,4.0));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
|
||||
yprime_alt = diffuse_term.a;
|
||||
//diffuse_term.a = 1.0;
|
||||
mie_angle = gl_Color.a;
|
||||
float effective_scattering = min(scattering, cloud_self_shading);
|
||||
|
||||
// distance to fragment
|
||||
float dist = length(relPos);
|
||||
// angle of view vector with horizon
|
||||
float ct = dot(vec3(0.0, 0.0, 1.0), relPos)/dist;
|
||||
|
||||
|
||||
vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
|
||||
// this is taken from default.frag
|
||||
vec3 n;
|
||||
float NdotL, NdotHV, fogFactor;
|
||||
vec4 color = gl_Color;
|
||||
color.a = 1.0;
|
||||
vec3 lightDir = gl_LightSource[0].position.xyz;
|
||||
vec3 halfVector;
|
||||
if (quality_level<6)
|
||||
{halfVector = gl_LightSource[0].halfVector.xyz;}
|
||||
else
|
||||
{halfVector = normalize(normalize(lightDir) + normalize(ecViewdir));}
|
||||
|
||||
vec4 texel;
|
||||
vec4 snow_texel;
|
||||
vec4 detail_texel;
|
||||
vec4 mix_texel;
|
||||
vec4 fragColor;
|
||||
vec4 specular = vec4(0.0);
|
||||
float intensity;
|
||||
|
||||
|
||||
// get noise at different wavelengths
|
||||
|
||||
// used: 5m, 5m gradient, 10m, 10m gradient: heightmap of the closeup terrain, 10m also snow
|
||||
// 50m: detail texel
|
||||
// 250m: detail texel
|
||||
// 500m: distortion and overlay
|
||||
// 1500m: overlay, detail, dust, fog
|
||||
// 2000m: overlay, detail, snow, fog
|
||||
|
||||
float noise_01m;
|
||||
float noise_1m = Noise2D(rawPos.xy, 1.0);
|
||||
float noise_10m;
|
||||
float noise_5m;
|
||||
noise_10m = Noise2D(rawPos.xy, 10.0);
|
||||
noise_5m = Noise2D(rawPos.xy ,5.0);
|
||||
|
||||
float noisegrad_10m;
|
||||
float noisegrad_5m;
|
||||
|
||||
float noise_50m = Noise2D(rawPos.xy, 50.0);;
|
||||
float noise_250m;
|
||||
float noise_500m = Noise2D(rawPos.xy, 500.0);
|
||||
float noise_1500m = Noise2D(rawPos.xy, 1500.0);
|
||||
float noise_2000m = Noise2D(rawPos.xy, 2000.0);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//
|
||||
|
||||
|
||||
// get the texels
|
||||
|
||||
texel = texture2D(texture, gl_TexCoord[0].st);
|
||||
mix_texel = texture2D(mix_texture, gl_TexCoord[0].st * 5.0);
|
||||
vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * 8.0);
|
||||
vec3 N = nmap.rgb * 2.0 - 1.0;
|
||||
|
||||
float distortion_factor = 1.0;
|
||||
vec2 stprime;
|
||||
int flag = 1;
|
||||
int mix_flag = 1;
|
||||
float noise_term;
|
||||
float snow_alpha;
|
||||
|
||||
|
||||
noise_term = smoothstep(0.8,1.0,noise_1m);
|
||||
texel = mix(texel, mix_texel, noise_term);
|
||||
|
||||
//float view_angle = abs(dot(normal, normalize(ecViewdir)));
|
||||
|
||||
//if ((quality_level > 3)&&(relPos.z + eye_alt +500.0 > snowlevel))
|
||||
if (quality_level > 3)
|
||||
{
|
||||
float sfactor;
|
||||
noise_01m = Noise2D(rawPos.xy,0.1);
|
||||
snow_texel = vec4 (0.95, 0.95, 0.95, 1.0) * (0.9 + 0.1* noise_50m + 0.1* (1.0 - noise_10m) );
|
||||
snow_texel.a = 1.0;
|
||||
noise_term = 0.1 * (noise_50m-0.5);
|
||||
sfactor = 1.0;//sqrt(2.0 * (1.0-steepness)/0.03) + abs(ct)/0.15;
|
||||
noise_term = noise_term + 0.2 * (noise_10m -0.5) * (1.0 - smoothstep(10000.0*sfactor, 16000.0*sfactor, dist) ) ;
|
||||
noise_term = noise_term + 0.3 * (noise_5m -0.5) * (1.0 - smoothstep(1200.0 * sfactor, 2000.0 * sfactor, dist) ) ;
|
||||
noise_term = noise_term + 0.3 * (noise_1m -0.5) * (1.0 - smoothstep(500.0 * sfactor, 1000.0 *sfactor, dist) );
|
||||
noise_term = noise_term + 0.3 * (noise_01m -0.5) * (1.0 - smoothstep(20.0 * sfactor, 100.0 *sfactor, dist) );
|
||||
snow_texel.a = snow_texel.a * 0.2+0.8* smoothstep(0.2,0.8, 0.3 +noise_term + 0.2*snow_thickness_factor +0.0001*(relPos.z +eye_alt -snowlevel) );
|
||||
|
||||
}
|
||||
|
||||
|
||||
const vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
|
||||
const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);;
|
||||
//float snow_alpha;
|
||||
|
||||
if (quality_level > 3)
|
||||
{
|
||||
|
||||
// mix vegetation
|
||||
texel = mix(texel, lichen_color, 0.4 * lichen_cover_factor + 0.8 * lichen_cover_factor * 0.5 * (noise_10m + (1.0 - noise_5m)) );
|
||||
// mix dust
|
||||
texel = mix(texel, dust_color, clamp(0.5 * dust_cover_factor + 3.0 * dust_cover_factor * (((noise_1500m - 0.5) * 0.125)+0.125 ),0.0, 1.0) );
|
||||
|
||||
// mix snow
|
||||
if (relPos.z + eye_alt +500.0 > snowlevel)
|
||||
{
|
||||
snow_alpha = smoothstep(0.75, 0.85, abs(steepness));
|
||||
texel = mix(texel, snow_texel, snow_texel.a* smoothstep(snowlevel, snowlevel+200.0, snow_alpha * (relPos.z + eye_alt)+ (noise_2000m + 0.1 * noise_10m -0.55) *400.0));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// get distribution of water when terrain is wet
|
||||
|
||||
float water_threshold1;
|
||||
float water_threshold2;
|
||||
float water_factor =0.0;
|
||||
|
||||
|
||||
if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
||||
{
|
||||
water_threshold1 = 1.0-0.5* wetness;
|
||||
water_threshold2 = 1.0 - 0.3 * wetness;
|
||||
//water_factor = smoothstep(water_threshold1, water_threshold2 , (0.3 * (2.0 * (1.0-noise_10m) + (1.0 -noise_5m)) * (1.0 - smoothstep(2000.0, 5000.0, dist))) - 5.0 * (1.0 -steepness));
|
||||
water_factor = smoothstep(water_threshold1, water_threshold2 , 0.5 * (noise_5m + (1.0 -noise_1m))) * (1.0 - smoothstep(1000.0, 3000.0, dist));
|
||||
}
|
||||
|
||||
// darken wet terrain
|
||||
|
||||
texel.rgb = texel.rgb * (1.0 - 0.6 * wetness - 0.1 * water_factor);
|
||||
|
||||
|
||||
// light computations
|
||||
|
||||
|
||||
vec4 light_specular = gl_LightSource[0].specular;
|
||||
|
||||
// If gl_Color.a == 0, this is a back-facing polygon and the
|
||||
// normal should be reversed.
|
||||
//n = (2.0 * gl_Color.a - 1.0) * normal;
|
||||
n = normal;//vec3 (nvec.x, nvec.y, sqrt(1.0 -pow(nvec.x,2.0) - pow(nvec.y,2.0) ));
|
||||
n = normalize(n);
|
||||
|
||||
NdotL = dot(n, lightDir);
|
||||
|
||||
if (quality_level > 4)
|
||||
{
|
||||
NdotL = NdotL + (3.0 * N.r + 0.1 * (noise_01m-0.5))* (1.0 - water_factor) ;
|
||||
//NdotL = NdotL + 3.0 * N.r + 0.1 * (noise_01m-0.5) ;
|
||||
}
|
||||
if (NdotL > 0.0) {
|
||||
color += diffuse_term * NdotL;
|
||||
NdotHV = max(dot(n, halfVector), 0.0);
|
||||
//if (gl_FrontMaterial.shininess > 0.0)
|
||||
specular.rgb = ((gl_FrontMaterial.specular.rgb + (water_factor * vec3 (1.0, 1.0, 1.0)))
|
||||
* light_specular.rgb
|
||||
* pow(NdotHV, gl_FrontMaterial.shininess + (20.0 * water_factor)));
|
||||
}
|
||||
color.a = 1.0;//diffuse_term.a;
|
||||
// This shouldn't be necessary, but our lighting becomes very
|
||||
// saturated. Clamping the color before modulating by the texture
|
||||
// is closer to what the OpenGL fixed function pipeline does.
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
|
||||
|
||||
|
||||
|
||||
fragColor = color * texel + specular;
|
||||
|
||||
// here comes the terrain haze model
|
||||
|
||||
|
||||
float delta_z = hazeLayerAltitude - eye_alt;
|
||||
|
||||
if (dist > 0.04 * min(visibility,avisibility))
|
||||
//if ((gl_FragCoord.y > ylimit) || (gl_FragCoord.x < zlimit1) || (gl_FragCoord.x > zlimit2))
|
||||
//if (dist > 40.0)
|
||||
{
|
||||
|
||||
alt = eye_alt;
|
||||
|
||||
|
||||
float transmission;
|
||||
float vAltitude;
|
||||
float delta_zv;
|
||||
float H;
|
||||
float distance_in_layer;
|
||||
float transmission_arg;
|
||||
|
||||
|
||||
|
||||
|
||||
// we solve the geometry what part of the light path is attenuated normally and what is through the haze layer
|
||||
|
||||
if (delta_z > 0.0) // we're inside the layer
|
||||
{
|
||||
if (ct < 0.0) // we look down
|
||||
{
|
||||
distance_in_layer = dist;
|
||||
vAltitude = min(distance_in_layer,min(visibility, avisibility)) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
else // we may look through upper layer edge
|
||||
{
|
||||
H = dist * ct;
|
||||
if (H > delta_z) {distance_in_layer = dist/H * delta_z;}
|
||||
else {distance_in_layer = dist;}
|
||||
vAltitude = min(distance_in_layer,visibility) * ct;
|
||||
delta_zv = delta_z - vAltitude;
|
||||
}
|
||||
}
|
||||
else // we see the layer from above, delta_z < 0.0
|
||||
{
|
||||
H = dist * -ct;
|
||||
if (H < (-delta_z)) // we don't see into the layer at all, aloft visibility is the only fading
|
||||
{
|
||||
distance_in_layer = 0.0;
|
||||
delta_zv = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
vAltitude = H + delta_z;
|
||||
distance_in_layer = vAltitude/H * dist;
|
||||
vAltitude = min(distance_in_layer,visibility) * (-ct);
|
||||
delta_zv = vAltitude;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ground haze cannot be thinner than aloft visibility in the model,
|
||||
// so we need to use aloft visibility otherwise
|
||||
|
||||
|
||||
transmission_arg = (dist-distance_in_layer)/avisibility;
|
||||
|
||||
|
||||
float eqColorFactor;
|
||||
|
||||
|
||||
|
||||
if (visibility < avisibility)
|
||||
{
|
||||
if (quality_level > 3)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * visibility + 1.0 * visibility * fogstructure * 0.06 * (noise_1500m + noise_2000m -1.0) ));
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/visibility);
|
||||
}
|
||||
// this combines the Weber-Fechner intensity
|
||||
eqColorFactor = 1.0 - 0.1 * delta_zv/visibility - (1.0 - effective_scattering);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (quality_level > 3)
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/(1.0 * avisibility + 1.0 * avisibility * fogstructure * 0.06 * (noise_1500m + noise_2000m - 1.0) ));
|
||||
}
|
||||
else
|
||||
{
|
||||
transmission_arg = transmission_arg + (distance_in_layer/avisibility);
|
||||
}
|
||||
// this combines the Weber-Fechner intensity
|
||||
eqColorFactor = 1.0 - 0.1 * delta_zv/avisibility - (1.0 - effective_scattering);
|
||||
}
|
||||
|
||||
|
||||
|
||||
transmission = fog_func(transmission_arg);
|
||||
|
||||
// there's always residual intensity, we should never be driven to zero
|
||||
if (eqColorFactor < 0.2) eqColorFactor = 0.2;
|
||||
|
||||
|
||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||
|
||||
vec3 hazeColor;
|
||||
|
||||
hazeColor.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0);
|
||||
hazeColor.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
|
||||
hazeColor.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
|
||||
|
||||
|
||||
// now dim the light for haze
|
||||
eShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
||||
|
||||
// Mie-like factor
|
||||
|
||||
if (lightArg < 10.0)
|
||||
{
|
||||
intensity = length(hazeColor);
|
||||
float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator-sqrt(2.0 * EarthRadius * terrain_alt));
|
||||
hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) );
|
||||
}
|
||||
|
||||
intensity = length(hazeColor);
|
||||
|
||||
if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColor doesn't come out correctly
|
||||
{
|
||||
|
||||
|
||||
// high altitude desaturation of the haze color
|
||||
hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));
|
||||
|
||||
// blue hue of haze
|
||||
hazeColor.x = hazeColor.x * 0.83;
|
||||
hazeColor.y = hazeColor.y * 0.9;
|
||||
|
||||
|
||||
// additional blue in indirect light
|
||||
float fade_out = max(0.65 - 0.3 *overcast, 0.45);
|
||||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 1.5* shadedFogColor, 1.0 -smoothstep(0.25, fade_out,eShade) ));
|
||||
|
||||
// change haze color to blue hue for strong fogging
|
||||
hazeColor = intensity * normalize(mix(hazeColor, shadedFogColor, (1.0-smoothstep(0.5,0.9,eqColorFactor))));
|
||||
|
||||
|
||||
|
||||
// reduce haze intensity when looking at shaded surfaces, only in terminator region
|
||||
float shadow = mix( min(1.0 + dot(n,lightDir),1.0), 1.0, 1.0-smoothstep(0.1, 0.4, transmission));
|
||||
hazeColor = mix(shadow * hazeColor, hazeColor, 0.3 + 0.7* smoothstep(250000.0, 400000.0, terminator));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
fragColor.rgb = mix(eqColorFactor * hazeColor * eShade , fragColor.rgb,transmission);
|
||||
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
|
||||
|
||||
}
|
||||
else // if dist < threshold no fogging at all
|
||||
{
|
||||
gl_FragColor = fragColor;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
|
@ -50,16 +50,17 @@ void main (void)
|
|||
if (normalmap_dds > 0)
|
||||
N = -N;
|
||||
|
||||
float nFactor = 1.0 - N.z;
|
||||
float lightness = dot(texel.rgb, vec3( 0.3, 0.59, 0.11 ));
|
||||
float nFactor = 1.0 - N.z;
|
||||
float lightness = dot(texel.rgb, vec3( 0.3, 0.59, 0.11 ));
|
||||
|
||||
// calculate the specular light
|
||||
float refl_correction = spec_adjust * 2.5 - 1.0;
|
||||
float shininess = max (0.35, refl_correction) * nmap.a * nFactor;
|
||||
|
||||
|
||||
float specular = dot(vec3(1.0) * lightness , vec3( 0.3, 0.59, 0.11 )) * nFactor;
|
||||
float specular = dot(vec3(1.0) * lightness , vec3( 0.3, 0.59, 0.11 )) * nFactor;
|
||||
|
||||
vec4 color = vec4(1.0);
|
||||
vec4 color = vec4(1.0);
|
||||
|
||||
color.a = texel.a * alpha;
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
|
@ -67,7 +68,7 @@ void main (void)
|
|||
vec3 viewVec = normalize(vViewVec);
|
||||
|
||||
// Map a rainbowish color
|
||||
float v = abs(dot(viewVec, normalize(VNormal)));
|
||||
float v = abs(dot(viewVec, normalize(VNormal)));
|
||||
vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
|
||||
|
||||
// Map a fresnel effect
|
||||
|
@ -81,9 +82,9 @@ void main (void)
|
|||
float transparency_offset = clamp(refl_correction, -1.0, 1.0);
|
||||
float reflFactor = 0.0;
|
||||
|
||||
float MixFactor = specNoise.r * specNoise.g * specNoise.b * 350.0;
|
||||
float MixFactor = specNoise.r * specNoise.g * specNoise.b * 350.0;
|
||||
|
||||
MixFactor = 0.75 * smoothstep(0.0, 1.0, MixFactor);
|
||||
MixFactor = 0.75 * smoothstep(0.0, 1.0, MixFactor);
|
||||
|
||||
reflFactor = max(map.a * (texel.r + texel.g), 1.0 - MixFactor) * nFactor + transparency_offset ;
|
||||
reflFactor =0.75 * smoothstep(0.05, 1.0, reflFactor);
|
||||
|
@ -98,12 +99,14 @@ void main (void)
|
|||
|
||||
vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
|
||||
vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness);
|
||||
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0) * nFactor;
|
||||
|
||||
vec4 mixedcolor = mix(texel, raincolor * (1.0 - refl_correction * (1.0 - lightness)), reflFactor);
|
||||
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0) * nFactor;
|
||||
vec4 mixedcolor = mix(texel, raincolor * (1.0 - refl_correction * (1.0 - lightness)), reflFactor);
|
||||
|
||||
// the final reflection
|
||||
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction * nFactor, color.a);
|
||||
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction * nFactor, color.a);
|
||||
float doWater = step(0.1, reflFactor);
|
||||
int matIndex = int(doWater) * 253 + 1;
|
||||
shininess += doWater * reflFactor * 240.0;
|
||||
|
||||
encode_gbuffer(N, fragColor.rgb, 1, specular, shininess, emission, gl_FragCoord.z);
|
||||
}
|
||||
encode_gbuffer(N, fragColor.rgb, matIndex, specular, shininess, emission, gl_FragCoord.z);
|
||||
}
|
||||
|
|
|
@ -224,7 +224,8 @@ float noise_2000m = Noise2D(rawPos.xy, 2000.0);
|
|||
|
||||
//float view_angle = abs(dot(normal, normalize(ecViewdir)));
|
||||
|
||||
if ((quality_level > 3)&&(relPos.z + eye_alt +500.0 > snowlevel))
|
||||
//if ((quality_level > 3)&&(relPos.z + eye_alt +500.0 > snowlevel))
|
||||
if (quality_level > 3)
|
||||
{
|
||||
float sfactor;
|
||||
noise_01m = Noise2D(rawPos.xy,0.1);
|
||||
|
|
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Add table
Reference in a new issue