<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/urban</name> <inherits-from>Effects/terrain-default</inherits-from> <parameters> <snow-level><use>/sim/rendering/snow-level-m</use></snow-level> <depth-factor type="float">0.008</depth-factor> <night-color type="vec3d">0.75 0.59 0.05</night-color> <quality-level><use>/sim/rendering/quality-level</use></quality-level> </parameters> <generate> <normal type="int">15</normal> <tangent type="int">6</tangent> <binormal type="int">7</binormal> </generate> <technique n="8"> <predicate> <and> <property>/sim/rendering/urban-shader</property> <property>/sim/rendering/shader-effects</property> <less-equal> <value type="float">4.0</value> <float-property>/sim/rendering/quality-level</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> <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>1</unit> <image><use>texture[2]/image</use></image> <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>2</unit> <image><use>texture[2]/image</use></image> <filter>nearest-mipmap-nearest</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> <mipmap-control> <function-r>average</function-r> <function-g>average</function-g> <function-b>average</function-b> <function-a>min</function-a> </mipmap-control> </texture-unit> <texture-unit> <unit>3</unit> <type>noise</type> </texture-unit> <program> <vertex-shader>Shaders/urban.vert</vertex-shader> <fragment-shader>Shaders/urban.frag</fragment-shader> <attribute> <name>tangent</name> <index>6</index> </attribute> <attribute> <name>binormal</name> <index>7</index> </attribute> <attribute> <name>normal</name> <index>15</index> </attribute> </program> <uniform> <name>BaseTex</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>NormalTex</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>QDMTex</name> <type>sampler-2d</type> <value type="int">2</value> </uniform> <uniform> <name>NoiseTex</name> <type>sampler-3d</type> <value type="int">3</value> </uniform> <uniform> <name>depth_factor</name> <type>float</type> <value><use>depth-factor</use></value> </uniform> <uniform> <name>tile_size</name> <type>float</type> <value><use>xsize</use></value> </uniform> <uniform> <name>night_color</name> <type>float-vec3</type> <value><use>night-color</use></value> </uniform> <uniform> <name>quality_level</name> <type>float</type> <value><use>quality-level</use></value> </uniform> <uniform> <name>snowlevel</name> <type>float</type> <value><use>snow-level</use></value> </uniform> <uniform> <name>max_lod_level</name> <type>float</type> <value><use>max-lod-level</use></value> </uniform> </pass> </technique> <technique n="9"> <predicate> <and> <property>/sim/rendering/urban-shader</property> <property>/sim/rendering/shader-effects</property> <less-equal> <value type="float">2.0</value> <float-property>/sim/rendering/quality-level</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> <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>1</unit> <image><use>texture[2]/image</use></image> <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>2</unit> <type>noise</type> </texture-unit> <program> <vertex-shader>Shaders/urban.vert</vertex-shader> <fragment-shader>Shaders/urban.frag</fragment-shader> <attribute> <name>tangent</name> <index>6</index> </attribute> <attribute> <name>binormal</name> <index>7</index> </attribute> <attribute> <name>normal</name> <index>15</index> </attribute> </program> <uniform> <name>BaseTex</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>NormalTex</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>NoiseTex</name> <type>sampler-3d</type> <value type="int">2</value> </uniform> <uniform> <name>depth_factor</name> <type>float</type> <value><use>depth-factor</use></value> </uniform> <uniform> <name>tile_size</name> <type>float</type> <value><use>xsize</use></value> </uniform> <uniform> <name>night_color</name> <type>float-vec3</type> <value><use>night-color</use></value> </uniform> <uniform> <name>quality_level</name> <type>float</type> <value><use>quality-level</use></value> </uniform> <uniform> <name>snowlevel</name> <type>float</type> <value><use>snow-level</use></value> </uniform> </pass> </technique> </PropertyList>