<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/water-inland</name> <inherits-from>Effects/terrain-default</inherits-from> <parameters> <texture n="0"> <image>Textures/Water/water-reflection.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="2"> <image>Textures/Water/waves-ver10-nm.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="3"> <image>Textures/Water/water_sine_nmap.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="4"> <image>Textures/Water/water-reflection-grey.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="5"> <image>Textures/Water/sea_foam.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="6"> <image>Textures/Water/perlin-noise-nm.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="7"> <image>Textures/Globe/ocean_depth_1.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> <normalmap_dds type="float">0.0</normalmap_dds> <saturation> <use>/rendering/scene/saturation</use> </saturation> <status> <use>/environment/config/enabled</use> </status> <overcast> <use>/rendering/scene/overcast</use> </overcast> <cloud-cover n="0"> <use>/environment/clouds/layer[0]/coverage-type</use> </cloud-cover> <cloud-cover n="1"> <use>/environment/clouds/layer[1]/coverage-type</use> </cloud-cover> <cloud-cover n="2" > <use>/environment/clouds/layer[2]/coverage-type</use> </cloud-cover> <cloud-cover n="3"> <use>/environment/clouds/layer[3]/coverage-type</use> </cloud-cover> <cloud-cover n="4"> <use>/environment/clouds/layer[4]/coverage-type</use> </cloud-cover> <windE> <use>/environment/sea/surface/wind-from-east-fps</use> </windE> <windN> <use>/environment/sea/surface/wind-from-north-fps</use> </windN> <WaveFreq> <use>/environment/wave/freq</use> </WaveFreq> <WaveAmp> <use>/environment/wave/amp</use> </WaveAmp> <WaveSharp> <use>/environment/wave/sharp</use> </WaveSharp> <WaveAngle> <use>/environment/wave/angle</use> </WaveAngle> <WaveFactor> <use>/environment/wave/factor</use> </WaveFactor> <WaveDAngle> <use>/environment/wave/dangle</use> </WaveDAngle> <!-- fog include --> <visibility> <use>/environment/ground-visibility-m</use> </visibility> <avisibility> <use>/environment/visibility-m</use> </avisibility> <lthickness> <use>/environment/ground-haze-thickness-m</use> </lthickness> <scattering> <use>/rendering/scene/scattering</use> </scattering> <ground_scattering> <use>/environment/surface/scattering</use> </ground_scattering> <terminator> <use>/environment/terminator-relative-position-m</use> </terminator> <terrain_alt> <use>/environment/mean-terrain-elevation-m</use> </terrain_alt> <overcast> <use>/rendering/scene/overcast</use> </overcast> <eye_alt> <use>/sim/rendering/eye-altitude-m</use> </eye_alt> <cloud_self_shading> <use>/environment/cloud-self-shading</use> </cloud_self_shading> <moonlight> <use>/environment/moonlight</use> </moonlight> <fogtype> <use>/sim/rendering/shaders/skydome</use> </fogtype> <!-- filtering --> <use_filtering><use>/sim/rendering/als-filters/use-filtering</use></use_filtering> <gamma><use>/sim/rendering/als-filters/gamma</use></gamma> <brightness><use>/sim/rendering/als-filters/brightness</use></brightness> <use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision> <use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision> <delta_T><use>/environment/surface/delta-T-water</use></delta_T> <!-- cloud shadows --> <cloudpos1_x><use>/local-weather/cloud-shadows/cloudpos-x[0]</use></cloudpos1_x> <cloudpos1_y><use>/local-weather/cloud-shadows/cloudpos-y[0]</use></cloudpos1_y> <cloudpos2_x><use>/local-weather/cloud-shadows/cloudpos-x[1]</use></cloudpos2_x> <cloudpos2_y><use>/local-weather/cloud-shadows/cloudpos-y[1]</use></cloudpos2_y> <cloudpos3_x><use>/local-weather/cloud-shadows/cloudpos-x[2]</use></cloudpos3_x> <cloudpos3_y><use>/local-weather/cloud-shadows/cloudpos-y[2]</use></cloudpos3_y> <cloudpos4_x><use>/local-weather/cloud-shadows/cloudpos-x[3]</use></cloudpos4_x> <cloudpos4_y><use>/local-weather/cloud-shadows/cloudpos-y[3]</use></cloudpos4_y> <cloudpos5_x><use>/local-weather/cloud-shadows/cloudpos-x[4]</use></cloudpos5_x> <cloudpos5_y><use>/local-weather/cloud-shadows/cloudpos-y[4]</use></cloudpos5_y> <cloudpos6_x><use>/local-weather/cloud-shadows/cloudpos-x[5]</use></cloudpos6_x> <cloudpos6_y><use>/local-weather/cloud-shadows/cloudpos-y[5]</use></cloudpos6_y> <cloudpos7_x><use>/local-weather/cloud-shadows/cloudpos-x[6]</use></cloudpos7_x> <cloudpos7_y><use>/local-weather/cloud-shadows/cloudpos-y[6]</use></cloudpos7_y> <cloudpos8_x><use>/local-weather/cloud-shadows/cloudpos-x[7]</use></cloudpos8_x> <cloudpos8_y><use>/local-weather/cloud-shadows/cloudpos-y[7]</use></cloudpos8_y> <cloudpos9_x><use>/local-weather/cloud-shadows/cloudpos-x[8]</use></cloudpos9_x> <cloudpos9_y><use>/local-weather/cloud-shadows/cloudpos-y[8]</use></cloudpos9_y> <cloudpos10_x><use>/local-weather/cloud-shadows/cloudpos-x[9]</use></cloudpos10_x> <cloudpos10_y><use>/local-weather/cloud-shadows/cloudpos-y[9]</use></cloudpos10_y> <cloudpos11_x><use>/local-weather/cloud-shadows/cloudpos-x[10]</use></cloudpos11_x> <cloudpos11_y><use>/local-weather/cloud-shadows/cloudpos-y[10]</use></cloudpos11_y> <cloudpos12_x><use>/local-weather/cloud-shadows/cloudpos-x[11]</use></cloudpos12_x> <cloudpos12_y><use>/local-weather/cloud-shadows/cloudpos-y[11]</use></cloudpos12_y> <cloudpos13_x><use>/local-weather/cloud-shadows/cloudpos-x[12]</use></cloudpos13_x> <cloudpos13_y><use>/local-weather/cloud-shadows/cloudpos-y[12]</use></cloudpos13_y> <cloudpos14_x><use>/local-weather/cloud-shadows/cloudpos-x[13]</use></cloudpos14_x> <cloudpos14_y><use>/local-weather/cloud-shadows/cloudpos-y[13]</use></cloudpos14_y> <cloudpos15_x><use>/local-weather/cloud-shadows/cloudpos-x[14]</use></cloudpos15_x> <cloudpos15_y><use>/local-weather/cloud-shadows/cloudpos-y[14]</use></cloudpos15_y> <cloudpos16_x><use>/local-weather/cloud-shadows/cloudpos-x[15]</use></cloudpos16_x> <cloudpos16_y><use>/local-weather/cloud-shadows/cloudpos-y[15]</use></cloudpos16_y> <cloudpos17_x><use>/local-weather/cloud-shadows/cloudpos-x[16]</use></cloudpos17_x> <cloudpos17_y><use>/local-weather/cloud-shadows/cloudpos-y[16]</use></cloudpos17_y> <cloudpos18_x><use>/local-weather/cloud-shadows/cloudpos-x[17]</use></cloudpos18_x> <cloudpos18_y><use>/local-weather/cloud-shadows/cloudpos-y[17]</use></cloudpos18_y> <cloudpos19_x><use>/local-weather/cloud-shadows/cloudpos-x[18]</use></cloudpos19_x> <cloudpos19_y><use>/local-weather/cloud-shadows/cloudpos-y[18]</use></cloudpos19_y> <cloudpos20_x><use>/local-weather/cloud-shadows/cloudpos-x[19]</use></cloudpos20_x> <cloudpos20_y><use>/local-weather/cloud-shadows/cloudpos-y[19]</use></cloudpos20_y> <cloud_shadow_flag><use>/local-weather/cloud-shadows/cloud-shadow-flag</use></cloud_shadow_flag> <!-- sea colors --> <sea_r> <use>/environment/sea/color_r</use> </sea_r> <sea_g> <use>/environment/sea/color_g</use> </sea_g> <sea_b> <use>/environment/sea/color_b</use> </sea_b> <!-- END fog include --> </parameters> <generate> <tangent type="int">6</tangent> <binormal type="int">7</binormal> </generate> <technique n="1"> <predicate> <and> <property>/sim/rendering/shaders/skydome</property> <less-equal> <value type="float">5.0</value> <float-property>/sim/rendering/shaders/water</float-property> </less-equal> <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> <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> <image> <use>texture[0]/image</use> </image> <type> <use>texture[0]/type</use> </type> <filter> <use>texture[0]/filter</use> </filter> <wrap-s> <use>texture[0]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[0]/wrap-t</use> </wrap-t> <internal-format> <use>texture[0]/internal-format</use> </internal-format> </texture-unit>--> <texture-unit> <unit>2</unit> <image> <use>texture[2]/image</use> </image> <type> <use>texture[2]/type</use> </type> <filter> <use>texture[2]/filter</use> </filter> <wrap-s> <use>texture[2]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[2]/wrap-t</use> </wrap-t> <internal-format> <use>texture[2]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>3</unit> <image> <use>texture[3]/image</use> </image> <type> <use>texture[3]/type</use> </type> <filter> <use>texture[3]/filter</use> </filter> <wrap-s> <use>texture[3]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[3]/wrap-t</use> </wrap-t> <internal-format> <use>texture[3]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>4</unit> <image> <use>texture[7]/image</use> </image> <type> <use>texture[7]/type</use> </type> <filter> <use>texture[7]/filter</use> </filter> <wrap-s> <use>texture[7]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[7]/wrap-t</use> </wrap-t> <internal-format> <use>texture[7]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>5</unit> <image> <use>texture[5]/image</use> </image> <type> <use>texture[5]/type</use> </type> <filter> <use>texture[5]/filter</use> </filter> <wrap-s> <use>texture[5]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[5]/wrap-t</use> </wrap-t> <internal-format> <use>texture[5]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>6</unit> <image> <use>texture[6]/image</use> </image> <type> <use>texture[6]/type</use> </type> <filter> <use>texture[6]/filter</use> </filter> <wrap-s> <use>texture[6]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[6]/wrap-t</use> </wrap-t> <internal-format> <use>texture[6]/internal-format</use> </internal-format> </texture-unit> <program> <vertex-shader>Shaders/water-ALS.vert</vertex-shader> <fragment-shader>Shaders/water-ALS-high.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> <fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader> <fragment-shader>Shaders/hazes.frag</fragment-shader> <fragment-shader>Shaders/secondary_lights.frag</fragment-shader> <fragment-shader>Shaders/filters-ALS.frag</fragment-shader> </program> <!--<uniform> <name>water_reflection</name> <type>sampler-2d</type> <value type="int">0</value> </uniform>--> <uniform> <name>water_normalmap</name> <type>sampler-2d</type> <value type="int">2</value> </uniform> <uniform> <name>water_dudvmap</name> <type>sampler-2d</type> <value type="int">3</value> </uniform> <uniform> <name>topo_map</name> <type>sampler-2d</type> <value type="int">4</value> </uniform> <uniform> <name>sea_foam</name> <type>sampler-2d</type> <value type="int">5</value> </uniform> <uniform> <name>perlin_normalmap</name> <type>sampler-2d</type> <value type="int">6</value> </uniform> <!-- normalmap is .dds--> <uniform> <name>normalmap_dds</name> <type>float</type> <value> <use>normalmap_dds</use> </value> </uniform> <uniform> <name>saturation</name> <type>float</type> <!--<value>0.4</value>--> <value> <use>saturation</use> </value> </uniform> <uniform> <name>WindE</name> <type>float</type> <value> <use>windE</use> </value> </uniform> <uniform> <name>WindN</name> <type>float</type> <value> <use>windN</use> </value> </uniform> <uniform> <name>WaveFreq</name> <type>float</type> <value> <use>WaveFreq</use> </value> </uniform> <uniform> <name>WaveAmp</name> <type>float</type> <value> <use>WaveAmp</use> </value> </uniform> <uniform> <name>WaveSharp</name> <type>float</type> <value> <use>WaveSharp</use> </value> </uniform> <uniform> <name>WaveAngle</name> <type>float</type> <value> <use>WaveAngle</use> </value> </uniform> <uniform> <name>WaveFactor</name> <type>float</type> <value> <use>WaveFactor</use> </value> </uniform> <uniform> <name>WaveDAngle</name> <type>float</type> <value> <use>WaveDAngle</use> </value> </uniform> <!-- BEGIN fog include --> <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>cloud_self_shading</name> <type>float</type> <value><use>cloud_self_shading</use></value> </uniform> <uniform> <name>fogstructure</name> <type>float</type> <value><use>fogstructure</use></value> </uniform> <uniform> <name>air_pollution</name> <type>float</type> <value><use>air_pollution</use></value> </uniform> <uniform> <name>view_pitch_offset</name> <type>float</type> <value><use>view_pitch_offset</use></value> </uniform> <uniform> <name>view_heading_offset</name> <type>float</type> <value><use>view_heading_offset</use></value> </uniform> <uniform> <name>field_of_view</name> <type>float</type> <value><use>view_fov</use></value> </uniform> <uniform> <name>landing_light1_offset</name> <type>float</type> <value><use>landing_light1_offset</use></value> </uniform> <uniform> <name>landing_light2_offset</name> <type>float</type> <value><use>landing_light2_offset</use></value> </uniform> <uniform> <name>landing_light3_offset</name> <type>float</type> <value><use>landing_light3_offset</use></value> </uniform> <uniform> <name>gamma</name> <type>float</type> <value><use>gamma</use></value> </uniform> <uniform> <name>brightness</name> <type>float</type> <value><use>brightness</use></value> </uniform> <uniform> <name>use_filtering</name> <type>bool</type> <value><use>use_filtering</use></value> </uniform> <uniform> <name>use_night_vision</name> <type>bool</type> <value><use>use_night_vision</use></value> </uniform> <uniform> <name>use_IR_vision</name> <type>bool</type> <value><use>use_IR_vision</use></value> </uniform> <uniform> <name>delta_T</name> <type>float</type> <value><use>delta_T</use></value> </uniform> <uniform> <name>fact_grey</name> <type>float</type> <value><use>fact_grey</use></value> </uniform> <uniform> <name>fact_black</name> <type>float</type> <value><use>fact_black</use></value> </uniform> <!-- cloud shadows --> <uniform> <name>cloudpos1_x</name> <type>float</type> <value><use>cloudpos1_x</use></value> </uniform> <uniform> <name>cloudpos1_y</name> <type>float</type> <value><use>cloudpos1_y</use></value> </uniform> <uniform> <name>cloudpos2_x</name> <type>float</type> <value><use>cloudpos2_x</use></value> </uniform> <uniform> <name>cloudpos2_y</name> <type>float</type> <value><use>cloudpos2_y</use></value> </uniform> <uniform> <name>cloudpos3_x</name> <type>float</type> <value><use>cloudpos3_x</use></value> </uniform> <uniform> <name>cloudpos3_y</name> <type>float</type> <value><use>cloudpos3_y</use></value> </uniform> <uniform> <name>cloudpos4_x</name> <type>float</type> <value><use>cloudpos4_x</use></value> </uniform> <uniform> <name>cloudpos4_y</name> <type>float</type> <value><use>cloudpos4_y</use></value> </uniform> <uniform> <name>cloudpos5_x</name> <type>float</type> <value><use>cloudpos5_x</use></value> </uniform> <uniform> <name>cloudpos5_y</name> <type>float</type> <value><use>cloudpos5_y</use></value> </uniform> <uniform> <name>cloudpos6_x</name> <type>float</type> <value><use>cloudpos6_x</use></value> </uniform> <uniform> <name>cloudpos6_y</name> <type>float</type> <value><use>cloudpos6_y</use></value> </uniform> <uniform> <name>cloudpos7_x</name> <type>float</type> <value><use>cloudpos7_x</use></value> </uniform> <uniform> <name>cloudpos7_y</name> <type>float</type> <value><use>cloudpos7_y</use></value> </uniform> <uniform> <name>cloudpos8_x</name> <type>float</type> <value><use>cloudpos8_x</use></value> </uniform> <uniform> <name>cloudpos8_y</name> <type>float</type> <value><use>cloudpos8_y</use></value> </uniform> <uniform> <name>cloudpos9_x</name> <type>float</type> <value><use>cloudpos9_x</use></value> </uniform> <uniform> <name>cloudpos9_y</name> <type>float</type> <value><use>cloudpos9_y</use></value> </uniform> <uniform> <name>cloudpos10_x</name> <type>float</type> <value><use>cloudpos10_x</use></value> </uniform> <uniform> <name>cloudpos10_y</name> <type>float</type> <value><use>cloudpos10_y</use></value> </uniform> <uniform> <name>cloudpos11_x</name> <type>float</type> <value><use>cloudpos11_x</use></value> </uniform> <uniform> <name>cloudpos11_y</name> <type>float</type> <value><use>cloudpos11_y</use></value> </uniform> <uniform> <name>cloudpos12_x</name> <type>float</type> <value><use>cloudpos12_x</use></value> </uniform> <uniform> <name>cloudpos12_y</name> <type>float</type> <value><use>cloudpos12_y</use></value> </uniform> <uniform> <name>cloudpos13_x</name> <type>float</type> <value><use>cloudpos13_x</use></value> </uniform> <uniform> <name>cloudpos13_y</name> <type>float</type> <value><use>cloudpos13_y</use></value> </uniform> <uniform> <name>cloudpos14_x</name> <type>float</type> <value><use>cloudpos14_x</use></value> </uniform> <uniform> <name>cloudpos14_y</name> <type>float</type> <value><use>cloudpos14_y</use></value> </uniform> <uniform> <name>cloudpos15_x</name> <type>float</type> <value><use>cloudpos15_x</use></value> </uniform> <uniform> <name>cloudpos15_y</name> <type>float</type> <value><use>cloudpos15_y</use></value> </uniform> <uniform> <name>cloudpos16_x</name> <type>float</type> <value><use>cloudpos16_x</use></value> </uniform> <uniform> <name>cloudpos16_y</name> <type>float</type> <value><use>cloudpos16_y</use></value> </uniform> <uniform> <name>cloudpos17_x</name> <type>float</type> <value><use>cloudpos17_x</use></value> </uniform> <uniform> <name>cloudpos17_y</name> <type>float</type> <value><use>cloudpos17_y</use></value> </uniform> <uniform> <name>cloudpos18_x</name> <type>float</type> <value><use>cloudpos18_x</use></value> </uniform> <uniform> <name>cloudpos18_y</name> <type>float</type> <value><use>cloudpos18_y</use></value> </uniform> <uniform> <name>cloudpos19_x</name> <type>float</type> <value><use>cloudpos19_x</use></value> </uniform> <uniform> <name>cloudpos19_y</name> <type>float</type> <value><use>cloudpos19_y</use></value> </uniform> <uniform> <name>cloudpos20_x</name> <type>float</type> <value><use>cloudpos20_x</use></value> </uniform> <uniform> <name>cloudpos20_y</name> <type>float</type> <value><use>cloudpos20_y</use></value> </uniform> <uniform> <name>cloud_shadow_flag</name> <type>int</type> <value><use>cloud_shadow_flag</use></value> </uniform> <!-- sea colors --> <uniform> <name>sea_r</name> <type>float</type> <value> <use>sea_r</use> </value> </uniform> <uniform> <name>sea_g</name> <type>float</type> <value> <use>sea_g</use> </value> </uniform> <uniform> <name>sea_b</name> <type>float</type> <value> <use>sea_b</use> </value> </uniform> <uniform> <name>use_searchlight</name> <type>int</type> <value> <use>use_searchlight</use></value> </uniform> <uniform> <name>use_landing_light</name> <type>int</type> <value> <use>use_landing_light</use></value> </uniform> <uniform> <name>use_alt_landing_light</name> <type>int</type> <value> <use>use_alt_landing_light</use></value> </uniform> <uniform> <name>display_xsize</name> <type>int</type> <value><use>display_xsize</use></value> </uniform> <uniform> <name>display_ysize</name> <type>int</type> <value><use>display_ysize</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>ocean_flag</name> <type>int</type> <value>0</value> </uniform> <!-- END fog include --> </pass> </technique> <technique n="2"> <predicate> <and> <property>/sim/rendering/shaders/skydome</property> <less-equal> <value type="float">4.0</value> <float-property>/sim/rendering/shaders/water</float-property> </less-equal> <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> <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> <image> <use>texture[0]/image</use> </image> <type> <use>texture[0]/type</use> </type> <filter> <use>texture[0]/filter</use> </filter> <wrap-s> <use>texture[0]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[0]/wrap-t</use> </wrap-t> <internal-format> <use>texture[0]/internal-format</use> </internal-format> </texture-unit>--> <texture-unit> <unit>2</unit> <image> <use>texture[2]/image</use> </image> <type> <use>texture[2]/type</use> </type> <filter> <use>texture[2]/filter</use> </filter> <wrap-s> <use>texture[2]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[2]/wrap-t</use> </wrap-t> <internal-format> <use>texture[2]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>3</unit> <image> <use>texture[3]/image</use> </image> <type> <use>texture[3]/type</use> </type> <filter> <use>texture[3]/filter</use> </filter> <wrap-s> <use>texture[3]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[3]/wrap-t</use> </wrap-t> <internal-format> <use>texture[3]/internal-format</use> </internal-format> </texture-unit> <!--<texture-unit> <unit>4</unit> <image> <use>texture[4]/image</use> </image> <type> <use>texture[4]/type</use> </type> <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> <image> <use>texture[5]/image</use> </image> <type> <use>texture[5]/type</use> </type> <filter> <use>texture[5]/filter</use> </filter> <wrap-s> <use>texture[5]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[5]/wrap-t</use> </wrap-t> <internal-format> <use>texture[5]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>6</unit> <image> <use>texture[6]/image</use> </image> <type> <use>texture[6]/type</use> </type> <filter> <use>texture[6]/filter</use> </filter> <wrap-s> <use>texture[6]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[6]/wrap-t</use> </wrap-t> <internal-format> <use>texture[6]/internal-format</use> </internal-format> </texture-unit> <program> <vertex-shader>Shaders/water-ALS.vert</vertex-shader> <fragment-shader>Shaders/water-ALS-base.frag</fragment-shader> <fragment-shader>Shaders/hazes.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> <fragment-shader>Shaders/filters-ALS.frag</fragment-shader> </program> <!--<uniform> <name>water_reflection</name> <type>sampler-2d</type> <value type="int">0</value> </uniform>--> <uniform> <name>water_normalmap</name> <type>sampler-2d</type> <value type="int">2</value> </uniform> <uniform> <name>water_dudvmap</name> <type>sampler-2d</type> <value type="int">3</value> </uniform> <uniform> <name>sea_foam</name> <type>sampler-2d</type> <value type="int">5</value> </uniform> <uniform> <name>perlin_normalmap</name> <type>sampler-2d</type> <value type="int">6</value> </uniform> <!-- normalmap is .dds--> <uniform> <name>normalmap_dds</name> <type>float</type> <value> <use>normalmap_dds</use> </value> </uniform> <uniform> <name>saturation</name> <type>float</type> <!--<value>0.4</value>--> <value> <use>saturation</use> </value> </uniform> <uniform> <name>WindE</name> <type>float</type> <value> <use>windE</use> </value> </uniform> <uniform> <name>WindN</name> <type>float</type> <value> <use>windN</use> </value> </uniform> <uniform> <name>WaveFreq</name> <type>float</type> <value> <use>WaveFreq</use> </value> </uniform> <uniform> <name>WaveAmp</name> <type>float</type> <value> <use>WaveAmp</use> </value> </uniform> <uniform> <name>WaveSharp</name> <type>float</type> <value> <use>WaveSharp</use> </value> </uniform> <uniform> <name>WaveAngle</name> <type>float</type> <value> <use>WaveAngle</use> </value> </uniform> <uniform> <name>WaveFactor</name> <type>float</type> <value> <use>WaveFactor</use> </value> </uniform> <uniform> <name>WaveDAngle</name> <type>float</type> <value> <use>WaveDAngle</use> </value> </uniform> <!-- BEGIN fog include --> <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>cloud_self_shading</name> <type>float</type> <value><use>cloud_self_shading</use></value> </uniform> <!-- filtering --> <uniform> <name>gamma</name> <type>float</type> <value><use>gamma</use></value> </uniform> <uniform> <name>brightness</name> <type>float</type> <value><use>brightness</use></value> </uniform> <uniform> <name>use_filtering</name> <type>bool</type> <value><use>use_filtering</use></value> </uniform> <uniform> <name>use_night_vision</name> <type>bool</type> <value><use>use_night_vision</use></value> </uniform> <uniform> <name>use_IR_vision</name> <type>bool</type> <value><use>use_IR_vision</use></value> </uniform> <uniform> <name>delta_T</name> <type>float</type> <value><use>delta_T</use></value> </uniform> <uniform> <name>fact_grey</name> <type>float</type> <value><use>fact_grey</use></value> </uniform> <uniform> <name>fact_black</name> <type>float</type> <value><use>fact_black</use></value> </uniform> <!-- sea colors --> <uniform> <name>sea_r</name> <type>float</type> <value> <use>sea_r</use> </value> </uniform> <uniform> <name>sea_g</name> <type>float</type> <value> <use>sea_g</use> </value> </uniform> <uniform> <name>sea_b</name> <type>float</type> <value> <use>sea_b</use> </value> </uniform> <uniform> <name>ocean_flag</name> <type>int</type> <value>0</value> </uniform> <uniform> <name>display_xsize</name> <type>int</type> <value><use>display_xsize</use></value> </uniform> <uniform> <name>display_ysize</name> <type>int</type> <value><use>display_ysize</use></value> </uniform> <!-- END fog include --> </pass> </technique> <technique n="8"> <predicate> <and> <property>/sim/rendering/shaders/water</property> <property>/sim/rendering/rembrandt/enabled</property> <less-equal> <value type="float">2.0</value> <float-property>/sim/rendering/shaders/water</float-property> </less-equal> <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> <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> <image> <use>texture[0]/image</use> </image> <type> <use>texture[0]/type</use> </type> <filter> <use>texture[0]/filter</use> </filter> <wrap-s> <use>texture[0]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[0]/wrap-t</use> </wrap-t> <internal-format> <use>texture[0]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>2</unit> <image> <use>texture[2]/image</use> </image> <type> <use>texture[2]/type</use> </type> <filter> <use>texture[2]/filter</use> </filter> <wrap-s> <use>texture[2]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[2]/wrap-t</use> </wrap-t> <internal-format> <use>texture[2]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>3</unit> <image> <use>texture[3]/image</use> </image> <type> <use>texture[3]/type</use> </type> <filter> <use>texture[3]/filter</use> </filter> <wrap-s> <use>texture[3]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[3]/wrap-t</use> </wrap-t> <internal-format> <use>texture[3]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>4</unit> <image> <use>texture[4]/image</use> </image> <type> <use>texture[4]/type</use> </type> <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> <image> <use>texture[5]/image</use> </image> <type> <use>texture[5]/type</use> </type> <filter> <use>texture[5]/filter</use> </filter> <wrap-s> <use>texture[5]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[5]/wrap-t</use> </wrap-t> <internal-format> <use>texture[5]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>6</unit> <image> <use>texture[6]/image</use> </image> <type> <use>texture[6]/type</use> </type> <filter> <use>texture[6]/filter</use> </filter> <wrap-s> <use>texture[6]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[6]/wrap-t</use> </wrap-t> <internal-format> <use>texture[6]/internal-format</use> </internal-format> </texture-unit> <program> <vertex-shader>Shaders/water-gbuffer.vert</vertex-shader> <fragment-shader>Shaders/water-gbuffer.frag</fragment-shader> <fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader> <fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader> </program> <uniform> <name>water_reflection</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>water_normalmap</name> <type>sampler-2d</type> <value type="int">2</value> </uniform> <uniform> <name>water_dudvmap</name> <type>sampler-2d</type> <value type="int">3</value> </uniform> <uniform> <name>water_reflection_grey</name> <type>sampler-2d</type> <value type="int">4</value> </uniform> <uniform> <name>sea_foam</name> <type>sampler-2d</type> <value type="int">5</value> </uniform> <uniform> <name>perlin_normalmap</name> <type>sampler-2d</type> <value type="int">6</value> </uniform> <!-- normalmap is .dds--> <uniform> <name>normalmap_dds</name> <type>float</type> <value> <use>normalmap_dds</use> </value> </uniform> <uniform> <name>saturation</name> <type>float</type> <value> <use>saturation</use> </value> </uniform> <uniform> <name>CloudCover0</name> <type>float</type> <value> <use>cloud-cover[0]</use> </value> </uniform> <uniform> <name>CloudCover1</name> <type>float</type> <value> <use>cloud-cover[1]</use> </value> </uniform> <uniform> <name>CloudCover2</name> <type>float</type> <value> <use>cloud-cover[2]</use> </value> </uniform> <uniform> <name>CloudCover3</name> <type>float</type> <value> <use>cloud-cover[3]</use> </value> </uniform> <uniform> <name>CloudCover4</name> <type>float</type> <value> <use>cloud-cover[4]</use> </value> </uniform> <uniform> <name>Status</name> <type>int</type> <value> <use>status</use> </value> </uniform> <uniform> <name>Overcast</name> <type>float</type> <value> <use>overcast</use> </value> </uniform> <uniform> <name>WindE</name> <type>float</type> <value> <use>windE</use> </value> </uniform> <uniform> <name>WindN</name> <type>float</type> <value> <use>windN</use> </value> </uniform> <uniform> <name>WaveFreq</name> <type>float</type> <value> <use>WaveFreq</use> </value> </uniform> <uniform> <name>WaveAmp</name> <type>float</type> <value> <use>WaveAmp</use> </value> </uniform> <uniform> <name>WaveSharp</name> <type>float</type> <value> <use>WaveSharp</use> </value> </uniform> <uniform> <name>WaveAngle</name> <type>float</type> <value> <use>WaveAngle</use> </value> </uniform> <uniform> <name>WaveFactor</name> <type>float</type> <value> <use>WaveFactor</use> </value> </uniform> <uniform> <name>WaveDAngle</name> <type>float</type> <value> <use>WaveDAngle</use> </value> </uniform> <!-- BEGIN fog include --> <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>terminator</name> <type>float</type> <value> <use>terminator</use> </value> </uniform> <uniform> <name>fogType</name> <type>int</type> <value> <use>fogtype</use> </value> </uniform> <!-- END fog include --> </pass> </technique> <technique n="9"> <predicate> <and> <property>/sim/rendering/shaders/water</property> <less-equal> <value type="float">2.0</value> <float-property>/sim/rendering/shaders/water</float-property> </less-equal> <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> <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> <image> <use>texture[0]/image</use> </image> <type> <use>texture[0]/type</use> </type> <filter> <use>texture[0]/filter</use> </filter> <wrap-s> <use>texture[0]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[0]/wrap-t</use> </wrap-t> <internal-format> <use>texture[0]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>2</unit> <image> <use>texture[2]/image</use> </image> <type> <use>texture[2]/type</use> </type> <filter> <use>texture[2]/filter</use> </filter> <wrap-s> <use>texture[2]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[2]/wrap-t</use> </wrap-t> <internal-format> <use>texture[2]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>3</unit> <image> <use>texture[3]/image</use> </image> <type> <use>texture[3]/type</use> </type> <filter> <use>texture[3]/filter</use> </filter> <wrap-s> <use>texture[3]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[3]/wrap-t</use> </wrap-t> <internal-format> <use>texture[3]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>4</unit> <image> <use>texture[4]/image</use> </image> <type> <use>texture[4]/type</use> </type> <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> <image> <use>texture[5]/image</use> </image> <type> <use>texture[5]/type</use> </type> <filter> <use>texture[5]/filter</use> </filter> <wrap-s> <use>texture[5]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[5]/wrap-t</use> </wrap-t> <internal-format> <use>texture[5]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>6</unit> <image> <use>texture[6]/image</use> </image> <type> <use>texture[6]/type</use> </type> <filter> <use>texture[6]/filter</use> </filter> <wrap-s> <use>texture[6]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[6]/wrap-t</use> </wrap-t> <internal-format> <use>texture[6]/internal-format</use> </internal-format> </texture-unit> <program> <vertex-shader>Shaders/water.vert</vertex-shader> <fragment-shader>Shaders/include_fog.frag</fragment-shader> <fragment-shader>Shaders/water.frag</fragment-shader> </program> <uniform> <name>water_reflection</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>water_normalmap</name> <type>sampler-2d</type> <value type="int">2</value> </uniform> <uniform> <name>water_dudvmap</name> <type>sampler-2d</type> <value type="int">3</value> </uniform> <uniform> <name>water_reflection_grey</name> <type>sampler-2d</type> <value type="int">4</value> </uniform> <uniform> <name>sea_foam</name> <type>sampler-2d</type> <value type="int">5</value> </uniform> <uniform> <name>perlin_normalmap</name> <type>sampler-2d</type> <value type="int">6</value> </uniform> <!-- normalmap is .dds--> <uniform> <name>normalmap_dds</name> <type>float</type> <value> <use>normalmap_dds</use> </value> </uniform> <uniform> <name>saturation</name> <type>float</type> <value> <use>saturation</use> </value> </uniform> <uniform> <name>CloudCover0</name> <type>float</type> <value> <use>cloud-cover[0]</use> </value> </uniform> <uniform> <name>CloudCover1</name> <type>float</type> <value> <use>cloud-cover[1]</use> </value> </uniform> <uniform> <name>CloudCover2</name> <type>float</type> <value> <use>cloud-cover[2]</use> </value> </uniform> <uniform> <name>CloudCover3</name> <type>float</type> <value> <use>cloud-cover[3]</use> </value> </uniform> <uniform> <name>CloudCover4</name> <type>float</type> <value> <use>cloud-cover[4]</use> </value> </uniform> <uniform> <name>Status</name> <type>int</type> <value> <use>status</use> </value> </uniform> <uniform> <name>Overcast</name> <type>float</type> <value> <use>overcast</use> </value> </uniform> <uniform> <name>WindE</name> <type>float</type> <value> <use>windE</use> </value> </uniform> <uniform> <name>WindN</name> <type>float</type> <value> <use>windN</use> </value> </uniform> <uniform> <name>WaveFreq</name> <type>float</type> <value> <use>WaveFreq</use> </value> </uniform> <uniform> <name>WaveAmp</name> <type>float</type> <value> <use>WaveAmp</use> </value> </uniform> <uniform> <name>WaveSharp</name> <type>float</type> <value> <use>WaveSharp</use> </value> </uniform> <uniform> <name>WaveAngle</name> <type>float</type> <value> <use>WaveAngle</use> </value> </uniform> <uniform> <name>WaveFactor</name> <type>float</type> <value> <use>WaveFactor</use> </value> </uniform> <uniform> <name>WaveDAngle</name> <type>float</type> <value> <use>WaveDAngle</use> </value> </uniform> <!-- BEGIN fog include --> <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>terminator</name> <type>float</type> <value> <use>terminator</use> </value> </uniform> <uniform> <name>fogType</name> <type>int</type> <value> <use>fogtype</use> </value> </uniform> <!-- END fog include --> </pass> </technique> </PropertyList>