<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/lightmap</name> <parameters> <texture n ="0"> <type>white</type> </texture> <vertex-program-two-side type="bool">false</vertex-program-two-side> <material> <color-mode-uniform>1</color-mode-uniform> <!-- DIFFUSE --> </material> <condition><use>/sim/rendering/shaders/generic</use></condition> <factor>1</factor> <!-- BEGIN 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="10"> <predicate> <and> <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> <!-- The texture unit is always active because the shaders expect that. --> <unit>1</unit> <!-- If there is a texture, the type in the derived effect will be "2d". --> <type><use>texture[1]/type</use></type> <image><use>texture[1]/image</use></image> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> </texture-unit> <vertex-program-two-side> <use>vertex-program-two-side</use> </vertex-program-two-side> <program> <vertex-shader>Shaders/lightmap.vert</vertex-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="1">Shaders/lightmap.frag</fragment-shader> </program> <uniform> <name>texture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>lightmap_texture</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>colorMode</name> <type>int</type> <value><use>material/color-mode-uniform</use></value> </uniform> <uniform> <name>condition</name> <type>float</type> <value><use>condition</use></value> </uniform> <uniform> <name>lightmap_factor</name> <type>float</type> <value><use>factor</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="11"> <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> <active><use>texture[0]/active</use></active> <unit>0</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> --> <environment> <mode>modulate</mode> </environment> </texture-unit> <!-- A two-sided lighting model is set by default near the root of the scene graph. Perhaps that ought to be set in this effect? --> </pass> </technique> </PropertyList>