<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/landmass</name> <inherits-from>Effects/terrain-default</inherits-from> <parameters> <texture n="2"> <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> <quality-level> <use>/sim/rendering/shaders/landmass</use> </quality-level> <!--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> <generate> <tangent type="int">6</tangent> <binormal type="int">7</binormal> </generate> <technique n="8"> <predicate> <and> <property>/sim/rendering/shaders/quality-level</property> <property>/sim/rendering/shaders/landmass</property> <less-equal> <value type="float">4.0</value> <float-property>/sim/rendering/shaders/landmass</float-property> </less-equal> <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> <extension-supported>GL_EXT_geometry_shader4</extension-supported> </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> <alpha-test> <use>transparent</use> </alpha-test> <shade-model>smooth</shade-model> <cull-face>back</cull-face> <render-bin> <bin-number>-1</bin-number> <bin-name>RenderBin</bin-name> </render-bin> <texture-unit> <unit>1</unit> <image> <use>texture[0]/image</use> </image> <type> <use>texture[0]/type</use> </type> <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> <program> <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> <vertex-shader n="1">Shaders/landmass-g.vert</vertex-shader> <geometry-shader>Shaders/landmass.geom</geometry-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader> <geometry-vertices-out type="int">18</geometry-vertices-out> <geometry-input-type>triangles</geometry-input-type> <geometry-output-type>triangle-strip</geometry-output-type> <attribute> <name>tangent</name> <index>6</index> </attribute> <attribute> <name>binormal</name> <index>7</index> </attribute> </program> <uniform> <name>texture</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>canopy_height</name> <type>float</type> <value> <use>canopy-height</use> </value> </uniform> <color-mask type="vec4d">0 0 0 0</color-mask> <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> </pass> --> <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> <type>noise</type> </texture-unit> <texture-unit> <unit>1</unit> <image> <use>texture[0]/image</use> </image> <type> <use>texture[0]/type</use> </type> <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>2</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> <program> <!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> --> <vertex-shader n="1">Shaders/landmass-g.vert</vertex-shader> <geometry-shader>Shaders/landmass.geom</geometry-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="1">Shaders/landmass.frag</fragment-shader> <geometry-vertices-out type="int">18</geometry-vertices-out> <geometry-input-type>triangles</geometry-input-type> <geometry-output-type>triangle-strip</geometry-output-type> <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>BaseTex</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>NormalTex</name> <type>sampler-2d</type> <value type="int">2</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>canopy_height</name> <type>float</type> <value> <use>canopy-height</use> </value> </uniform> <uniform> <name>quality_level</name> <type>float</type> <value> <use>quality-level</use> </value> </uniform> <depth> <function>lequal</function> <!-- <write-mask type="bool">false</write-mask> --> </depth> <!-- 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/landmass</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> <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[0]/image</use> </image> <type> <use>texture[0]/type</use> </type> <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>2</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> <program> <!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> --> <vertex-shader n="1">Shaders/landmass.vert</vertex-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="1">Shaders/landmass.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>BaseTex</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>NormalTex</name> <type>sampler-2d</type> <value type="int">2</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> <!-- 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>