Effects/urban Effects/terrain-default /environment/snow-level-m 0.008 1 1 0.50 /sim/rendering/random-buildings /sim/rendering/shaders/urban /environment/ground-visibility-m /environment/visibility-m /environment/ground-haze-thickness-m /rendering/scene/scattering /environment/terminator-relative-position-m /sim/rendering/shaders/skydome 15 6 7 /sim/rendering/shaders/skydome /sim/rendering/shaders/urban 4.0 /sim/rendering/shaders/urban 2.0 GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_vertex_shader GL_ARB_fragment_shader GL_ATI_shader_texture_lod GL_ARB_shader_texture_lod GL_EXT_gpu_shader4 true material/ambient material/diffuse material/specular ambient-and-diffuse transparent transparent smooth back render-bin/bin-number render-bin/bin-name 0 texture[0]/image texture[0]/type texture[0]/filter texture[0]/wrap-s texture[0]/wrap-t texture[0]/internal-format 1 texture[2]/image texture[2]/type texture[2]/filter texture[2]/wrap-s texture[2]/wrap-t texture[2]/internal-format 2 texture[2]/image texture[2]/type nearest-mipmap-nearest texture[2]/wrap-s texture[2]/wrap-t texture[2]/internal-format average average average min 3 noise Shaders/urban-lightfield.vert Shaders/urban-lightfield.frag tangent 6 normal 15 BaseTex sampler-2d 0 NormalTex sampler-2d 1 QDMTex sampler-2d 2 NoiseTex sampler-3d 3 depth_factor float depth-factor tile_size float xsize night_color float-vec3 night-color quality_level float quality-level snowlevel float snow-level max_lod_level float max-lod-level random_buildings bool random-buildings visibility float visibility avisibility float avisibility hazeLayerAltitude float lthickness scattering float scattering ground_scattering float ground_scattering terminator float terminator terrain_alt float terrain_alt overcast float overcast eye_alt float eye_alt snowlevel float snow_level dust_cover_factor float dust_cover_factor wetness float wetness fogstructure float fogstructure cloud_self_shading float cloud_self_shading moonlight float moonlight /sim/rendering/shaders/skydome /sim/rendering/shaders/urban 1.0 /sim/rendering/shaders/urban 2.0 GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_vertex_shader GL_ARB_fragment_shader true material/ambient material/diffuse material/specular ambient-and-diffuse transparent transparent smooth back render-bin/bin-number render-bin/bin-name 0 texture[0]/image texture[0]/type texture[0]/filter texture[0]/wrap-s texture[0]/wrap-t texture[0]/internal-format 1 texture[2]/image texture[2]/type texture[2]/filter texture[2]/wrap-s texture[2]/wrap-t texture[2]/internal-format 2 noise Shaders/urban-lightfield.vert Shaders/urban-lightfield.frag tangent 6 normal 15 visibility float visibility avisibility float avisibility hazeLayerAltitude float lthickness scattering float scattering ground_scattering float ground_scattering terminator float terminator terrain_alt float terrain_alt overcast float overcast eye_alt float eye_alt snowlevel float snow_level dust_cover_factor float dust_cover_factor wetness float wetness fogstructure float fogstructure BaseTex sampler-2d 0 NormalTex sampler-2d 1 NoiseTex sampler-3d 2 depth_factor float depth-factor tile_size float xsize night_color float-vec3 night-color quality_level float quality-level snowlevel float snow-level cloud_self_shading float cloud_self_shading moonlight float moonlight random_buildings bool random-buildings /sim/rendering/rembrandt/enabled /sim/rendering/shaders/urban 4.0 /sim/rendering/shaders/urban 2.0 GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_vertex_shader GL_ARB_fragment_shader GL_ATI_shader_texture_lod GL_ARB_shader_texture_lod GL_EXT_gpu_shader4 false material/ambient material/diffuse material/specular ambient-and-diffuse false false smooth back 0 RenderBin 0 texture[0]/image texture[0]/type texture[0]/filter texture[0]/wrap-s texture[0]/wrap-t texture[0]/internal-format 1 texture[2]/image texture[2]/type texture[2]/filter texture[2]/wrap-s texture[2]/wrap-t texture[2]/internal-format 2 noise 3 texture[2]/image texture[2]/type nearest-mipmap-nearest texture[2]/wrap-s texture[2]/wrap-t texture[2]/internal-format average average average min Shaders/urban-gbuffer.vert Shaders/urban-gbuffer.frag Shaders/gbuffer-functions.frag Shaders/gbuffer-encode.frag tangent 6 binormal 7 normal 15 BaseTex sampler-2d 0 NormalTex sampler-2d 1 NoiseTex sampler-3d 2 QDMTex sampler-2d 3 depth_factor float depth-factor tile_size float xsize quality_level float quality-level snowlevel float snow-level max_lod_level float max-lod-level random_buildings bool random-buildings /sim/rendering/rembrandt/enabled /sim/rendering/shaders/urban 1.0 /sim/rendering/shaders/urban 2.0 GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_vertex_shader GL_ARB_fragment_shader false material/ambient material/diffuse material/specular ambient-and-diffuse false false smooth back 0 RenderBin 0 texture[0]/image texture[0]/type texture[0]/filter texture[0]/wrap-s texture[0]/wrap-t texture[0]/internal-format 1 texture[2]/image texture[2]/type texture[2]/filter texture[2]/wrap-s texture[2]/wrap-t texture[2]/internal-format 2 noise Shaders/urban-gbuffer.vert Shaders/urban-gbuffer.frag Shaders/gbuffer-functions.frag Shaders/gbuffer-encode.frag tangent 6 binormal 7 normal 15 BaseTex sampler-2d 0 NormalTex sampler-2d 1 NoiseTex sampler-3d 2 depth_factor float depth-factor tile_size float xsize night_color float-vec3 night-color quality_level float quality-level snowlevel float snow-level random_buildings bool random-buildings /sim/rendering/shaders/quality-level /sim/rendering/shaders/urban 4.0 /sim/rendering/shaders/urban 2.0 GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_vertex_shader GL_ARB_fragment_shader GL_ATI_shader_texture_lod GL_ARB_shader_texture_lod GL_EXT_gpu_shader4 true material/ambient material/diffuse material/specular ambient-and-diffuse transparent transparent smooth back render-bin/bin-number render-bin/bin-name 0 texture[0]/image texture[0]/type texture[0]/filter texture[0]/wrap-s texture[0]/wrap-t texture[0]/internal-format 1 texture[2]/image texture[2]/type texture[2]/filter texture[2]/wrap-s texture[2]/wrap-t texture[2]/internal-format 2 noise 3 texture[2]/image texture[2]/type nearest-mipmap-nearest texture[2]/wrap-s texture[2]/wrap-t texture[2]/internal-format average average average min Shaders/urban.vert Shaders/include_fog.frag Shaders/urban.frag tangent 6 binormal 7 normal 15 BaseTex sampler-2d 0 NormalTex sampler-2d 1 NoiseTex sampler-3d 2 QDMTex sampler-2d 3 depth_factor float depth-factor tile_size float xsize night_color float-vec3 night-color quality_level float quality-level snowlevel float snow-level max_lod_level float max-lod-level random_buildings bool random-buildings visibility float visibility avisibility float avisibility hazeLayerAltitude float lthickness scattering float scattering terminator float terminator fogType int fogtype /sim/rendering/shaders/quality-level /sim/rendering/shaders/urban 1.0 /sim/rendering/shaders/urban 2.0 GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_vertex_shader GL_ARB_fragment_shader true material/ambient material/diffuse material/specular ambient-and-diffuse transparent transparent smooth back render-bin/bin-number render-bin/bin-name 0 texture[0]/image texture[0]/type texture[0]/filter texture[0]/wrap-s texture[0]/wrap-t texture[0]/internal-format 1 texture[2]/image texture[2]/type texture[2]/filter texture[2]/wrap-s texture[2]/wrap-t texture[2]/internal-format 2 noise Shaders/urban.vert Shaders/include_fog.frag Shaders/urban.frag tangent 6 binormal 7 normal 15 visibility float visibility avisibility float avisibility hazeLayerAltitude float lthickness scattering float scattering terminator float terminator fogType int fogtype BaseTex sampler-2d 0 NormalTex sampler-2d 1 NoiseTex sampler-3d 2 depth_factor float depth-factor tile_size float xsize night_color float-vec3 night-color quality_level float quality-level snowlevel float snow-level