<?xml version='1.0' encoding='UTF-8'?> <PropertyList> <name>Effects/hud</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"> <image>Aircraft/Generic/Effects/hud-glass.rgb</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 for reflections in the glass --> <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> <!-- placeholder lightmap texture for reflections in the glass --> <texture n="4"> <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"> 0.95 1.0 0.95 1.0</glass-tint> <overlay-color type="vec3d" n="0"> 0.8 1.0 0.9</overlay-color> <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> <surface-mapping-scheme type="int">0</surface-mapping-scheme> <fog-level> <use>/environment/aircraft-effects/fog-level</use> </fog-level> <use-wipers> <use>/environment/aircraft-effects/use-wipers</use> </use-wipers> <use-overlay>1</use-overlay> <overlay-alpha type="float">0.35</overlay-alpha> <overlay-glare type="float">0.4</overlay-glare> <use-reflection type="int">0</use-reflection> <reflection-strength type="float">1.0</reflection-strength> <use-mask type="int">1</use-mask> <use-reflection-lightmap type="int">0</use-reflection-lightmap> <lightmap-multi type="int">0</lightmap-multi> <lightmap-factor type="float" n="0">1.0</lightmap-factor> <lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color> <lightmap-factor type="float" n="1">1.0</lightmap-factor> <lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color> <lightmap-factor type="float" n="2">1.0</lightmap-factor> <lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color> <lightmap-factor type="float" n="3">1.0</lightmap-factor> <lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color> <sample-res>0.0006</sample-res> <sample-far>2.5</sample-far> <hud-brightness>1.0</hud-brightness> </parameters> <!-- fall back to a fixed pipeline technique equivalent to model-transparent otherwise --> <!-- Rembrandt technique of model-default comes at 10, so we insert before that --> <technique n="7"> <pass> <lighting>true</lighting> <depth> <write-mask type="bool">false</write-mask> </depth> <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>111</bin-number> <bin-name>DepthSortedBin</bin-name> </render-bin> <texture-unit> <unit>0</unit> <active> <use>texture[0]/active</use> </active> <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> <environment> <mode>modulate</mode> </environment> </texture-unit> </pass> </technique> <technique n="18"> <scheme>als-lighting</scheme> <predicate> <and> <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> <depth> <write-mask type="bool">false</write-mask> </depth> <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> <render-bin> <bin-number>111</bin-number> <bin-name>DepthSortedBin</bin-name> </render-bin> <texture-unit> <!-- The texture unit is always active because the shaders expect that. --> <unit>0</unit> <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> <texture-unit> <unit>4</unit> <type> <use>texture[4]/type</use> </type> <images> <use>texture[4]/images</use> </images> </texture-unit> <vertex-program-two-side> <use>vertex-program-two-side</use> </vertex-program-two-side> <program> <vertex-shader>Shaders/ALS/hud.vert</vertex-shader> <fragment-shader>Shaders/ALS/hud.frag</fragment-shader> <fragment-shader>Shaders/ALS/noise.frag</fragment-shader> <fragment-shader>Shaders/ALS/filters.frag</fragment-shader> </program> <uniform> <name>tint</name> <type>float-vec4</type> <value> <use>glass-tint</use> </value> </uniform> <uniform> <name>overlay_color</name> <type>float-vec3</type> <value> <use>overlay-color</use> </value> </uniform> <uniform> <name>lightmap_r_factor</name> <type>float</type> <value> <use>lightmap-factor[0]</use> </value> </uniform> <uniform> <name>lightmap_r_color</name> <type>float-vec3</type> <value> <use>lightmap-color[0]</use> </value> </uniform> <uniform> <name>lightmap_g_factor</name> <type>float</type> <value> <use>lightmap-factor[1]</use> </value> </uniform> <uniform> <name>lightmap_g_color</name> <type>float-vec3</type> <value> <use>lightmap-color[1]</use> </value> </uniform> <uniform> <name>lightmap_b_factor</name> <type>float</type> <value> <use>lightmap-factor[2]</use> </value> </uniform> <uniform> <name>lightmap_b_color</name> <type>float-vec3</type> <value> <use>lightmap-color[2]</use> </value> </uniform> <uniform> <name>lightmap_a_factor</name> <type>float</type> <value> <use>lightmap-factor[3]</use> </value> </uniform> <uniform> <name>lightmap_a_color</name> <type>float-vec3</type> <value> <use>lightmap-color[3]</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>fog_level</name> <type>float</type> <value> <use>fog-level</use> </value> </uniform> <uniform> <name>sample_res</name> <type>float</type> <value> <use>sample-res</use> </value> </uniform> <uniform> <name>sample_far</name> <type>float</type> <value> <use>sample-far</use> </value> </uniform> <uniform> <name>hud_brightness</name> <type>float</type> <value> <use>hud-brightness</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>hazeLayerAltitude</name> <type>float</type> <value> <use>lthickness</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>reflection_strength</name> <type>float</type> <value> <use>reflection-strength</use> </value> </uniform> <uniform> <name>overlay_alpha</name> <type>float</type> <value> <use>overlay-alpha</use> </value> </uniform> <uniform> <name>overlay_glare</name> <type>float</type> <value> <use>overlay-glare</use> </value> </uniform> <!-- filtering --> <uniform> <name>gamma</name> <type>float</type> <value> <use>gamma</use> </value> </uniform> <uniform> <name>brightness</name> <type>float</type> <value> <use>brightness</use> </value> </uniform> <uniform> <name>use_filtering</name> <type>bool</type> <value> <use>use_filtering</use> </value> </uniform> <uniform> <name>use_night_vision</name> <type>bool</type> <value> <use>use_night_vision</use> </value> </uniform> <uniform> <name>use_IR_vision</name> <type>bool</type> <value> <use>use_IR_vision</use> </value> </uniform> <uniform> <name>delta_T</name> <type>float</type> <value> <use>delta_T</use> </value> </uniform> <uniform> <name>fact_grey</name> <type>float</type> <value> <use>fact_grey</use> </value> </uniform> <uniform> <name>fact_black</name> <type>float</type> <value> <use>fact_black</use> </value> </uniform> <uniform> <name>display_xsize</name> <type>int</type> <value> <use>display_xsize</use> </value> </uniform> <uniform> <name>display_ysize</name> <type>int</type> <value> <use>display_ysize</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>cube_light_texture</name> <type>sampler-cube</type> <value type="int">4</value> </uniform> <uniform> <name>use_reflection</name> <type>int</type> <value> <use>use-reflection</use> </value> </uniform> <uniform> <name>use_mask</name> <type>int</type> <value> <use>use-mask</use> </value> </uniform> <uniform> <name>use_wipers</name> <type>int</type> <value> <use>use-wipers</use> </value> </uniform> <uniform> <name>use_overlay</name> <type>int</type> <value> <use>use-overlay</use> </value> </uniform> <uniform> <name>use_reflection_lightmap</name> <type>int</type> <value> <use>use-reflection-lightmap</use> </value> </uniform> <uniform> <name>lightmap_multi</name> <type>int</type> <value> <use>lightmap-multi</use> </value> </uniform> <uniform> <name>adaptive_mapping</name> <type>int</type> <value> <use>surface-mapping-scheme</use> </value> </uniform> <uniform> <name>colorMode</name> <type>int</type> <value> <use>material/color-mode-uniform</use> </value> </uniform> </pass> </technique> </PropertyList>