<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/flutter</name> <inherits-from>Effects/model-default</inherits-from> <parameters> <vertex-program-two-side type="bool">true</vertex-program-two-side> <material> <color-mode-uniform>1</color-mode-uniform> <!-- DIFFUSE --> </material> <shade-model>smooth</shade-model> <!-- unused ? <wind-speed> <!- -<use>/environment/Vinson/rel-wind-speed-kts</use>- -> <use>/environment/config/boundary/entry[0]/wind-speed-kt</use> </wind-speed> --> <offset>0.0</offset> <amplitude-factor>0.08</amplitude-factor> <windE> <use>/environment/sea/surface/wind-from-east-fps</use> </windE> <windN> <use>/environment/sea/surface/wind-from-north-fps</use> </windN> <speed-kt>0.0</speed-kt> <heading-deg>0.0</heading-deg> <!-- 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> <terminator> <use>/environment/terminator-relative-position-m</use> </terminator> <fogtype> <use>/sim/rendering/shaders/skydome</use> </fogtype> <!-- END fog include --> </parameters> <technique n="3"> <predicate> <and> <property>/sim/rendering/shaders/skydome</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> <active> <use>material/active</use> </active> <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> <use>material/color-mode</use> </color-mode> </material> <blend> <active> <use>blend/active</use> </active> <source> <use>blend/source</use> </source> <destination> <use>blend/destination</use> </destination> </blend> <shade-model> <use>shade-model</use> </shade-model> <cull-face> <use>cull-face</use> </cull-face> <rendering-hint> <use>rendering-hint</use> </rendering-hint> <texture-unit> <!-- The texture unit is always active because the shaders expect that. --> <unit>0</unit> <!-- If there is a texture, the type in the derived effect will be "2d". --> <type> <use>texture[0]/type</use> </type> <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> <type>noise</type> </texture-unit> <vertex-program-two-side> <use>vertex-program-two-side</use> </vertex-program-two-side> <program> <vertex-shader>Shaders/flutter-ALS.vert</vertex-shader> <fragment-shader>Shaders/terrain-ALS-base.frag</fragment-shader> <fragment-shader>Shaders/hazes.frag</fragment-shader> </program> <!--<uniform> <name>texture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform>--> <uniform> <name>colorMode</name> <type>int</type> <value> <use>material/color-mode-uniform</use> </value> </uniform> <!-- uniform> unused? <name>WindSpeed</name> <type>float</type> <value> <use>wind-speed</use> </value> </uniform--> <uniform> <name>Offset</name> <type>float</type> <value> <use>offset</use> </value> </uniform> <uniform> <name>AmpFactor</name> <type>float</type> <value> <use>amplitude-factor</use> </value> </uniform> <uniform> <name>Noise</name> <type>sampler-3d</type> <value type="int">1</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>spd</name> <type>float</type> <value> <use>speed-kt</use> </value> </uniform> <uniform> <name>hdg</name> <type>float</type> <value> <use>heading-deg</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/quality-level</property> <property>/sim/rendering/shaders/generic</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> <active> <use>material/active</use> </active> <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> <use>material/color-mode</use> </color-mode> </material> <blend> <active> <use>blend/active</use> </active> <source> <use>blend/source</use> </source> <destination> <use>blend/destination</use> </destination> </blend> <shade-model> <use>shade-model</use> </shade-model> <cull-face> <use>cull-face</use> </cull-face> <rendering-hint> <use>rendering-hint</use> </rendering-hint> <texture-unit> <!-- The texture unit is always active because the shaders expect that. --> <unit>0</unit> <!-- If there is a texture, the type in the derived effect will be "2d". --> <type> <use>texture[0]/type</use> </type> <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> <type>noise</type> </texture-unit> <vertex-program-two-side> <use>vertex-program-two-side</use> </vertex-program-two-side> <program> <!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> --> <vertex-shader n="1">Shaders/flutter.vert</vertex-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="1">Shaders/default.frag</fragment-shader> </program> <!--<uniform> <name>texture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform>--> <uniform> <name>colorMode</name> <type>int</type> <value> <use>material/color-mode-uniform</use> </value> </uniform> <!-- uniform> unused? <name>WindSpeed</name> <type>float</type> <value> <use>wind-speed</use> </value> </uniform--> <uniform> <name>Offset</name> <type>float</type> <value> <use>offset</use> </value> </uniform> <uniform> <name>AmpFactor</name> <type>float</type> <value> <use>amplitude-factor</use> </value> </uniform> <uniform> <name>Noise</name> <type>sampler-3d</type> <value type="int">1</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>spd</name> <type>float</type> <value> <use>speed-kt</use> </value> </uniform> <uniform> <name>hdg</name> <type>float</type> <value> <use>heading-deg</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>