<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/glass</name> <inherits-from>Effects/model-default</inherits-from> <parameters> <texture n="1"> <image>Aircraft/Generic/Effects/window_frost.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> <!-- placeholder for the function texture used for fogging, wiper area,...--> <texture n="2"> <type>white</type> </texture> <texture n="3"> <type>cubemap</type> <images> <positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x> <negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x> <positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y> <negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y> <positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z> <negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z> </images> </texture> <!--<glass-tint type="vec4d" n="0"> 0.5 0.5 1.0 2.0</glass-tint>--> <glass-tint type="vec4d" n="0"> 1.0 1.0 1.0 0.4</glass-tint> <splash-x><use>/environment/aircraft-effects/splash-vector-x</use></splash-x> <splash-y><use>/environment/aircraft-effects/splash-vector-y</use></splash-y> <splash-z><use>/environment/aircraft-effects/splash-vector-z</use></splash-z> <rnorm><use>/environment/rain-norm</use></rnorm> <gsnorm><use>/environment/aircraft-effects/ground-splash-norm</use></gsnorm> <frost-level><use>/environment/aircraft-effects/frost-level</use></frost-level> <use-reflection type="int">1</use-reflection> </parameters> <technique n="4"> <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> <!--<render-bin> <bin-number>1</bin-number> <bin-name>RenderBin</bin-name> </render-bin>--> <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><use>texture[1]/type</use></type> <image><use>texture[1]/image</use></image> <filter><use>texture[1]/filter</use></filter> <wrap-s><use>texture[1]/wrap-s</use></wrap-s> <wrap-t><use>texture[1]/wrap-t</use></wrap-t> <internal-format> <use>texture[1]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>2</unit> <type><use>texture[2]/type</use></type> <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>3</unit> <type><use>texture[3]/type</use></type> <images><use>texture[3]/images</use></images> </texture-unit> <vertex-program-two-side> <use>vertex-program-two-side</use> </vertex-program-two-side> <program> <vertex-shader>Shaders/glass-ALS.vert</vertex-shader> <fragment-shader>Shaders/glass-ALS.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> </program> <uniform> <name>tint</name> <type>float-vec4</type> <value><use>glass-tint</use></value> </uniform> <uniform> <name>splash_x</name> <type>float</type> <value><use>splash-x</use></value> </uniform> <uniform> <name>splash_y</name> <type>float</type> <value><use>splash-y</use></value> </uniform> <uniform> <name>splash_z</name> <type>float</type> <value><use>splash-z</use></value> </uniform> <uniform> <name>rain_norm</name> <type>float</type> <value><use>rnorm</use></value> </uniform> <uniform> <name>ground_splash_norm</name> <type>float</type> <value><use>gsnorm</use></value> </uniform> <uniform> <name>frost_level</name> <type>float</type> <value><use>frost-level</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>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>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>moonlight</name> <type>float</type> <value><use>moonlight</use></value> </uniform> <uniform> <name>air_pollution</name> <type>float</type> <value><use>air_pollution</use></value> </uniform> <uniform> <name>texture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>frost_texture</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>func_texture</name> <type>sampler-2d</type> <value type="int">2</value> </uniform> <uniform> <name>cube_texture</name> <type>sampler-cube</type> <value type="int">3</value> </uniform> <uniform> <name>use_reflection</name> <type>int</type> <value><use>use_reflection</use></value> </uniform> <uniform> <name>colorMode</name> <type>int</type> <value><use>material/color-mode-uniform</use></value> </uniform> </pass> </technique> </PropertyList>