<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/herbtundra</name> <inherits-from>Effects/terrain-default</inherits-from> <parameters> <texture n="2"> <image>Textures/Terrain/rock.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/Terrain/forest-colors.png</image> <type>1d</type> <filter>linear-mipmap-linear</filter> <wrap-s>mirror</wrap-s> <internal-format>normalized</internal-format> </texture> <texture n="4"> <image>Textures/Terrain/forest.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/Terrain/forest-relief.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> <snow-level><use>/environment/snow-level-m</use></snow-level> <depth-factor type="float">0.01</depth-factor> <canopy-height type="float">15.0</canopy-height> <!-- sets the season color --> <season-red type="float">0.12</season-red> <season-green type="float">0.86</season-green> <season-blue type="float">0.22</season-blue> <!-- end season color --> <!--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 --> <quality-level><use>/sim/rendering/shaders/transition</use></quality-level> </parameters> <generate> <tangent type="int">6</tangent> <binormal type="int">7</binormal> </generate> <technique n="9"> <predicate> <and> <property>/sim/rendering/shaders/quality-level</property> <property>/sim/rendering/shaders/transition</property> <equal> <value type="float">0.0</value> <float-property>/sim/rendering/rembrandt/enabled</float-property> </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> <!-- Use material values that are either inherited from the terrain-default effect or supplied by an effect derived from this one e.g., one created in the materials library. --> <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> <type>noise</type> </texture-unit> <texture-unit> <unit>1</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> <internal-format> <use>texture[3]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>2</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> <program> <vertex-shader n="1">Shaders/forest.vert</vertex-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="1">Shaders/forest.frag</fragment-shader> <attribute> <name>tangent</name> <index>6</index> </attribute> <attribute> <name>binormal</name> <index>7</index> </attribute> </program> <uniform> <name>NoiseTex</name> <type>sampler-3d</type> <value type="int">0</value> </uniform> <uniform> <name>SampleTex</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>SampleTex2</name> <type>sampler-2d</type> <value type="int">2</value> </uniform> <uniform> <name>ColorsTex</name> <type>sampler-1d</type> <value type="int">3</value> </uniform> <uniform> <name>NormalTex</name> <type>sampler-2d</type> <value type="int">5</value> </uniform> <uniform> <name>depth_factor</name> <type>float</type> <value><use>depth-factor</use></value> </uniform> <uniform> <name>snowlevel</name> <type>float</type> <value><use>snow-level</use></value> </uniform> <uniform> <name>quality_level</name> <type>float</type> <value><use>quality-level</use></value> </uniform> <uniform> <name>red</name> <type>float</type> <value><use>season-red</use></value> </uniform> <uniform> <name>green</name> <type>float</type> <value><use>season-green</use></value> </uniform> <uniform> <name>blue</name> <type>float</type> <value><use>season-blue</use></value> </uniform> <uniform> <name>alpha</name> <type>float</type> <value>0.0</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> <!-- END fog include --> </pass> </technique> </PropertyList>