<?xml version="1.0" encoding="utf-8"?> <!-- Effects files for trees, which are placed by a shader. --> <!-- Trees are drawn in two passes. The first draws the opaque parts with z writes enabled. The second draws the the transparent bits with z testing enabled and z writes disabled. The transparent tree silhouettes will blend correctly against the opaque geometry. They may cause artifacts when blending against other edges, but the overall "forest" is supposed to be nice and fuzzy. There might also be artifacts when blending over other transparent objects, but that's mostly unavoidable. Note: no sorting needed! --> <PropertyList> <name>Effects/tree</name> <parameters> <texture n ="0"> </texture> <!-- 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> <fogtype><use>/sim/rendering/shaders/skydome</use></fogtype> <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> <snow_level><use>/environment/snow-level-m</use></snow_level> <season><use>/environment/tree-season</use></season> <dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor> <fogtype><use>/sim/rendering/shaders/skydome</use></fogtype> <fogstructure><use>/environment/fog-structure</use></fogstructure> <quality_level><use>/sim/rendering/shaders/landmass</use></quality_level> <wind_effects><use>/sim/rendering/shaders/wind-effects</use></wind_effects> <windE><use>/environment/sea/surface/wind-from-east-fps</use></windE> <windN><use>/environment/sea/surface/wind-from-north-fps</use></windN> <!-- END fog include --> </parameters> <technique n="4"> <predicate> <and> <property>/sim/rendering/shaders/skydome</property> <property>/sim/rendering/random-vegetation</property> <property>/sim/rendering/multi-sample-buffers</property> <less-equal> <value type="float">1.0</value> <float-property>/sim/rendering/multi-samples</float-property> </less-equal> <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> <extension-supported>GL_ARB_multisample</extension-supported> </and> </predicate> <pass> <lighting>true</lighting> <material> <ambient type="vec4d">1.0 1.0 1.0 1.0</ambient> <diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse> <color-mode>off</color-mode> </material> <texture-unit> <unit>0</unit> <type>2d</type> <image> <use>texture[0]/image</use> </image> <wrap-s>clamp</wrap-s> <wrap-t>clamp</wrap-t> </texture-unit> <alpha-to-coverage>true</alpha-to-coverage> <program> <vertex-shader>Shaders/tree-haze.vert</vertex-shader> <fragment-shader>Shaders/tree-haze.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>dust_cover_factor</name> <type>float</type> <value><use>dust_cover_factor</use></value> </uniform> <uniform> <name>snow_level</name> <type>float</type> <value><use>snow_level</use></value> </uniform> <uniform> <name>season</name> <type>float</type> <value><use>season</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>texture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>colorMode</name> <type>int</type> <value>2</value> <!-- AMBIENT_AND_DIFFUSE --> </uniform> <uniform> <name>quality_level</name> <type>int</type> <value><use>quality_level</use></value> </uniform> <uniform> <name>wind_effects</name> <type>int</type> <value><use>wind_effects</use></value> </uniform> </pass> </technique> <technique n="5"> <predicate> <and> <property>/sim/rendering/shaders/skydome</property> <property>/sim/rendering/random-vegetation</property> <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 type="vec4d">1.0 1.0 1.0 1.0</ambient> <diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse> <color-mode>off</color-mode> </material> <texture-unit> <unit>0</unit> <type>2d</type> <image> <use>texture[0]/image</use> </image> <wrap-s>clamp</wrap-s> <wrap-t>clamp</wrap-t> </texture-unit> <alpha-test> <comparison>gequal</comparison> <reference type="float">0.1</reference> </alpha-test> <program> <vertex-shader>Shaders/tree-haze.vert</vertex-shader> <fragment-shader>Shaders/tree-haze.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>dust_cover_factor</name> <type>float</type> <value><use>dust_cover_factor</use></value> </uniform> <uniform> <name>snow_level</name> <type>float</type> <value><use>snow_level</use></value> </uniform> <uniform> <name>season</name> <type>float</type> <value><use>season</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>texture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>colorMode</name> <type>int</type> <value>2</value> <!-- AMBIENT_AND_DIFFUSE --> </uniform> <uniform> <name>quality_level</name> <type>int</type> <value><use>quality_level</use></value> </uniform> <uniform> <name>wind_effects</name> <type>int</type> <value><use>wind_effects</use></value> </uniform> </pass> </technique> <technique n="8"> <predicate> <and> <property>/sim/rendering/rembrandt/enabled</property> <property>/sim/rendering/random-vegetation</property> </and> </predicate> <pass n="0"> <lighting>true</lighting> <material> <ambient type="vec4d">1.0 1.0 1.0 1.0</ambient> <diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse> <color-mode>off</color-mode> </material> <alpha-test> <comparison>gequal</comparison> <reference type="float">0.1</reference> </alpha-test> <texture-unit> <unit>0</unit> <type>2d</type> <image> <use>texture[0]/image</use> </image> <wrap-s>clamp</wrap-s> <wrap-t>clamp</wrap-t> </texture-unit> <program> <vertex-shader>Shaders/deferred-tree.vert</vertex-shader> <fragment-shader>Shaders/deferred-tree.frag</fragment-shader> <fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader> <fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader> </program> <uniform> <name>season</name> <type>float</type> <value><use>season</use></value> </uniform> <uniform> <name>texture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> </pass> </technique> <technique n="9"> <predicate> <and> <property>/sim/rendering/random-vegetation</property> <property>/sim/rendering/multi-sample-buffers</property> <less-equal> <value type="float">1.0</value> <float-property>/sim/rendering/multi-samples</float-property> </less-equal> <extension-supported>GL_ARB_multisample</extension-supported> <extension-supported>GL_ARB_vertex_shader</extension-supported> <extension-supported>GL_ARB_fragment_shader</extension-supported> <less-equal> <value type="float">1.0</value> <shader-language/> </less-equal> </and> </predicate> <pass n="0"> <lighting>true</lighting> <material> <ambient type="vec4d">1.0 1.0 1.0 1.0</ambient> <diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse> <color-mode>off</color-mode> </material> <alpha-to-coverage>true</alpha-to-coverage> <texture-unit> <unit>0</unit> <type>2d</type> <image> <use>texture[0]/image</use> </image> <wrap-s>clamp</wrap-s> <wrap-t>clamp</wrap-t> </texture-unit> <program> <!-- <vertex-shader>Shaders/include_fog.vert</vertex-shader> --> <vertex-shader>Shaders/tree.vert</vertex-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="1">Shaders/tree.frag</fragment-shader> </program> <uniform> <name>baseTexture</name> <type>sampler-2d</type> <value type="int">0</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> <uniform> <name>season</name> <type>float</type> <value><use>season</use></value> </uniform> <!-- END fog include --> </pass> </technique> <technique n="10"> <predicate> <and> <property>/sim/rendering/shaders/quality-level</property> <property>/sim/rendering/random-vegetation</property> <less-equal> <value type="float">1.0</value> <shader-language/> </less-equal> </and> </predicate> <pass n="0"> <lighting>true</lighting> <material> <ambient type="vec4d">1.0 1.0 1.0 1.0</ambient> <diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse> <color-mode>off</color-mode> </material> <alpha-test> <comparison>gequal</comparison> <reference type="float">0.33</reference> </alpha-test> <texture-unit> <unit>0</unit> <type>2d</type> <image> <use>texture[0]/image</use> </image> <wrap-s>clamp</wrap-s> <wrap-t>clamp</wrap-t> </texture-unit> <program> <!-- <vertex-shader>Shaders/include_fog.vert</vertex-shader> --> <vertex-shader>Shaders/tree.vert</vertex-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="1">Shaders/tree.frag</fragment-shader> </program> <uniform> <name>baseTexture</name> <type>sampler-2d</type> <value type="int">0</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> <uniform> <name>season</name> <type>float</type> <value><use>season</use></value> </uniform> <!-- END fog include --> </pass> <pass n="1"> <lighting>true</lighting> <material> <ambient type="vec4d">1.0 1.0 1.0 1.0</ambient> <diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse> <color-mode>off</color-mode> </material> <render-bin> <bin-number>2</bin-number> <bin-name>RenderBin</bin-name> </render-bin> <alpha-test> <comparison>less</comparison> <reference type="float">0.33</reference> </alpha-test> <blend> <source>src-alpha</source> <destination>one-minus-src-alpha</destination> </blend> <depth> <write-mask>false</write-mask> </depth> <texture-unit> <unit>0</unit> <type>2d</type> <image> <use>texture[0]/image</use> </image> <wrap-s>clamp</wrap-s> <wrap-t>clamp</wrap-t> </texture-unit> <program> <!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> --> <vertex-shader n="1">Shaders/tree.vert</vertex-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="1">Shaders/tree.frag</fragment-shader> </program> <uniform> <name>baseTexture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <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> <uniform> <name>season</name> <type>float</type> <value><use>season</use></value> </uniform> </pass> </technique> </PropertyList>