<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/cloud</name> <parameters> <texture n ="0"> </texture> <range><use>/sim/rendering/clouds3d-vis-range</use></range> <detail><use>/sim/rendering/clouds3d-detail-range</use></detail> <scattering><use>/rendering/scene/scattering</use></scattering> <terminator><use>/environment/terminator-relative-position-m</use></terminator> <altitude><use>/sim/rendering/eye-altitude-m</use></altitude> <cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading> <moonlight><use>/environment/moonlight</use></moonlight> <air_pollution><use>/environment/air-pollution-norm</use></air_pollution> <visibility><use>/environment/visibility-m</use></visibility> <flash><use>/environment/lightning/flash</use></flash> <lightning-pos-x><use>/environment/lightning/lightning-pos-x</use></lightning-pos-x> <lightning-pos-y><use>/environment/lightning/lightning-pos-y</use></lightning-pos-y> <lightning-range><use>/environment/lightning/lightning-range</use></lightning-range> <use_filtering><use>/sim/rendering/als-filters/use-filtering</use></use_filtering> <gamma><use>/sim/rendering/als-filters/gamma</use></gamma> <brightness><use>/sim/rendering/als-filters/brightness</use></brightness> <delta_T><use>/environment/surface/delta-T-cloud</use></delta_T> <fact_grey><use>/sim/rendering/als-filters/grey-factor</use></fact_grey> <fact_black><use>/sim/rendering/als-filters/black-factor</use></fact_black> <use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision> <use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision> <display_xsize><use>/sim/startup/xsize</use></display_xsize> <display_ysize><use>/sim/startup/ysize</use></display_ysize> <!-- exposure.glsl --> <exposure-compensation> <use>/sim/rendering/hdr/exposure-compensation</use> </exposure-compensation> <!-- atmos.glsl --> <aerosol-absorption-cross-section type="vec4d"> <use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[0]</use> <use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[1]</use> <use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[2]</use> <use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[3]</use> </aerosol-absorption-cross-section> <aerosol-scattering-cross-section type="vec4d"> <use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[0]</use> <use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[1]</use> <use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[2]</use> <use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[3]</use> </aerosol-scattering-cross-section> <aerosol-base-density> <use>/sim/rendering/hdr/atmos/aerosol-base-density</use> </aerosol-base-density> <aerosol-relative-background-density> <use>/sim/rendering/hdr/atmos/aerosol-relative-background-density</use> </aerosol-relative-background-density> <aerosol-scale-height> <use>/sim/rendering/hdr/atmos/aerosol-scale-height</use> </aerosol-scale-height> <fog-density> <use>/sim/rendering/hdr/atmos/fog-density</use> </fog-density> <fog-scale-height> <use>/sim/rendering/hdr/atmos/fog-scale-height</use> </fog-scale-height> <ozone-mean-dobson> <use>/sim/rendering/hdr/atmos/ozone-mean-dobson</use> </ozone-mean-dobson> <ground-albedo type="vec4d"> <use>/sim/rendering/hdr/atmos/ground-albedo[0]</use> <use>/sim/rendering/hdr/atmos/ground-albedo[1]</use> <use>/sim/rendering/hdr/atmos/ground-albedo[2]</use> <use>/sim/rendering/hdr/atmos/ground-albedo[3]</use> </ground-albedo> </parameters> <technique n="8"> <predicate> <and> <property>/sim/rendering/shaders/skydome</property> <less-equal> <value type="float">1.0</value> <shader-language/> </less-equal> <less-equal> <value type="float">1.0</value> <float-property>/sim/rendering/shaders/clouds</float-property> </less-equal> </and> </predicate> <pass n="0"> <!-- This is apparently not used, so maybe we'll blow it way soon. --> <lighting>true</lighting> <material> <ambient type="vec4d">0.5 0.5 0.5 1.0</ambient> <diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse> <color-mode>off</color-mode> </material> <alpha-test> <comparison>greater</comparison> <reference type="float">0.01</reference> </alpha-test> <shade-model>smooth</shade-model> <blend> <source>src-alpha</source> <destination>one-minus-src-alpha</destination> </blend> <depth> <write-mask>false</write-mask> </depth> <render-bin> <bin-number>10</bin-number> <bin-name>DepthSortedBin</bin-name> </render-bin> <texture-unit> <unit>0</unit> <type>2d</type> <image><use>texture[0]/image</use></image> <wrap-s>clamp</wrap-s> <wrap-t>clamp</wrap-t> </texture-unit> <program> <vertex-shader>Shaders/3dcloud-ALS-detailed.vert</vertex-shader> <fragment-shader>Shaders/3dcloud-ALS-detailed.frag</fragment-shader> <fragment-shader>Shaders/filters-ALS.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> <attribute> <name>usrAttr1</name> <index>10</index> </attribute> <attribute> <name>usrAttr2</name> <index>11</index> </attribute> </program> <uniform> <name>baseTexture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>range</name> <type>float</type> <value><use>range</use></value> </uniform> <uniform> <name>detail_range</name> <type>float</type> <value><use>detail</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>altitude</name> <type>float</type> <value><use>altitude</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>visibility</name> <type>float</type> <value><use>visibility</use></value> </uniform> <uniform> <name>flash</name> <type>float</type> <value><use>flash</use></value> </uniform> <uniform> <name>lightning_pos_x</name> <type>float</type> <value><use>lightning-pos-x</use></value> </uniform> <uniform> <name>lightning_pos_y</name> <type>float</type> <value><use>lightning-pos-y</use></value> </uniform> <uniform> <name>lightning_range</name> <type>float</type> <value><use>lightning-range</use></value> </uniform> <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> <!--<vertex-program-two-side>true</vertex-program-two-side>--> </pass> </technique> <technique n="9"> <predicate> <and> <property>/sim/rendering/shaders/skydome</property> <less-equal> <value type="float">1.0</value> <shader-language/> </less-equal> </and> </predicate> <pass n="0"> <!-- This is apparently not used, so maybe we'll blow it way soon. --> <lighting>true</lighting> <material> <ambient type="vec4d">0.5 0.5 0.5 1.0</ambient> <diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse> <color-mode>off</color-mode> </material> <alpha-test> <comparison>greater</comparison> <reference type="float">0.01</reference> </alpha-test> <shade-model>smooth</shade-model> <blend> <source>src-alpha</source> <destination>one-minus-src-alpha</destination> </blend> <depth> <write-mask>false</write-mask> </depth> <render-bin> <bin-number>10</bin-number> <bin-name>DepthSortedBin</bin-name> </render-bin> <texture-unit> <unit>0</unit> <type>2d</type> <image><use>texture[0]/image</use></image> <wrap-s>clamp</wrap-s> <wrap-t>clamp</wrap-t> </texture-unit> <program> <vertex-shader>Shaders/3dcloud-ALS.vert</vertex-shader> <vertex-shader>Shaders/filters-ALS.vert</vertex-shader> <fragment-shader>Shaders/3dcloud-ALS.frag</fragment-shader> <fragment-shader>Shaders/filters-ALS.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> <attribute> <name>usrAttr1</name> <index>10</index> </attribute> <attribute> <name>usrAttr2</name> <index>11</index> </attribute> </program> <uniform> <name>baseTexture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>range</name> <type>float</type> <value><use>range</use></value> </uniform> <uniform> <name>detail_range</name> <type>float</type> <value><use>detail</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>altitude</name> <type>float</type> <value><use>altitude</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>visibility</name> <type>float</type> <value><use>visibility</use></value> </uniform> <uniform> <name>flash</name> <type>float</type> <value><use>flash</use></value> </uniform> <uniform> <name>lightning_pos_x</name> <type>float</type> <value><use>lightning-pos-x</use></value> </uniform> <uniform> <name>lightning_pos_y</name> <type>float</type> <value><use>lightning-pos-y</use></value> </uniform> <uniform> <name>lightning_range</name> <type>float</type> <value><use>lightning-range</use></value> </uniform> <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> <!--<vertex-program-two-side>true</vertex-program-two-side>--> </pass> </technique> <technique n="10"> <predicate> <less-equal> <value type="float">1.0</value> <shader-language/> </less-equal> </predicate> <pass n="0"> <!-- This is apparently not used, so maybe we'll blow it way soon. --> <lighting>true</lighting> <material> <ambient type="vec4d">0.5 0.5 0.5 1.0</ambient> <diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse> <color-mode>off</color-mode> </material> <alpha-test> <comparison>greater</comparison> <reference type="float">0.01</reference> </alpha-test> <shade-model>smooth</shade-model> <blend> <source>src-alpha</source> <destination>one-minus-src-alpha</destination> </blend> <depth> <write-mask>false</write-mask> </depth> <render-bin> <bin-number>10</bin-number> <bin-name>DepthSortedBin</bin-name> </render-bin> <texture-unit> <unit>0</unit> <type>2d</type> <image><use>texture[0]/image</use></image> <wrap-s>clamp</wrap-s> <wrap-t>clamp</wrap-t> </texture-unit> <program> <vertex-shader>Shaders/3dcloud.vert</vertex-shader> <fragment-shader>Shaders/3dcloud.frag</fragment-shader> <attribute> <name>usrAttr1</name> <index>10</index> </attribute> <attribute> <name>usrAttr2</name> <index>11</index> </attribute> </program> <uniform> <name>baseTexture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>range</name> <type>float</type> <value><use>range</use></value> </uniform> <uniform> <name>detail_range</name> <type>float</type> <value><use>detail</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>altitude</name> <type>float</type> <value><use>altitude</use></value> </uniform> <!--<vertex-program-two-side>true</vertex-program-two-side>--> </pass> </technique> <technique n="109"> <scheme>hdr-geometry</scheme> </technique> <technique n="129"> <scheme>hdr-forward</scheme> <pass> <!-- Reverse floating point depth buffer --> <depth> <function>gequal</function> <near>1.0</near> <far>0.0</far> <write-mask>false</write-mask> </depth> <texture-unit> <unit>0</unit> <type>2d</type> <image><use>texture[0]/image</use></image> <wrap-s>clamp-to-border</wrap-s> <wrap-t>clamp-to-border</wrap-t> </texture-unit> <blend>1</blend> <rendering-hint>transparent</rendering-hint> <program> <vertex-shader>Shaders/HDR/3dcloud.vert</vertex-shader> <vertex-shader>Shaders/HDR/3dcloud_common.vert</vertex-shader> <vertex-shader>Shaders/HDR/sun.glsl</vertex-shader> <vertex-shader>Shaders/HDR/aerial_perspective.glsl</vertex-shader> <vertex-shader>Shaders/HDR/atmos_spectral.glsl</vertex-shader> <fragment-shader>Shaders/HDR/3dcloud.frag</fragment-shader> <fragment-shader>Shaders/HDR/3dcloud_common.frag</fragment-shader> <fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader> <fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader> <attribute> <name>usrAttr1</name> <index>10</index> </attribute> <attribute> <name>usrAttr2</name> <index>11</index> </attribute> </program> <uniform> <name>base_tex</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>range</name> <type>float</type> <value><use>range</use></value> </uniform> <uniform> <name>detail_range</name> <type>float</type> <value><use>detail</use></value> </uniform> <!-- aerial_perspective.glsl --> <uniform> <name>aerial_perspective_tex</name> <type>sampler-2d</type> <value type="int">11</value> </uniform> <!-- sun.glsl --> <uniform> <name>transmittance_tex</name> <type>sampler-2d</type> <value type="int">12</value> </uniform> <!-- exposure.glsl --> <uniform> <name>lum_tex</name> <type>sampler-2d</type> <value type="int">14</value> </uniform> <uniform> <name>exposure_compensation</name> <type>float</type> <value><use>exposure-compensation</use></value> </uniform> </pass> </technique> <technique n="139"> <scheme>hdr-envmap</scheme> <pass> <depth> <write-mask>false</write-mask> </depth> <texture-unit> <unit>0</unit> <type>2d</type> <image><use>texture[0]/image</use></image> <wrap-s>clamp-to-border</wrap-s> <wrap-t>clamp-to-border</wrap-t> </texture-unit> <blend>1</blend> <rendering-hint>transparent</rendering-hint> <program> <vertex-shader>Shaders/HDR/3dcloud_envmap.vert</vertex-shader> <vertex-shader>Shaders/HDR/3dcloud_common.vert</vertex-shader> <vertex-shader>Shaders/HDR/math.glsl</vertex-shader> <vertex-shader>Shaders/HDR/sun.glsl</vertex-shader> <vertex-shader>Shaders/HDR/aerial_perspective_envmap.glsl</vertex-shader> <vertex-shader>Shaders/HDR/atmos.glsl</vertex-shader> <vertex-shader>Shaders/HDR/atmos_spectral.glsl</vertex-shader> <fragment-shader>Shaders/HDR/3dcloud_envmap.frag</fragment-shader> <fragment-shader>Shaders/HDR/3dcloud_common.frag</fragment-shader> <fragment-shader>Shaders/HDR/aerial_perspective_envmap.glsl</fragment-shader> <attribute> <name>usrAttr1</name> <index>10</index> </attribute> <attribute> <name>usrAttr2</name> <index>11</index> </attribute> </program> <uniform> <name>base_tex</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>range</name> <type>float</type> <value><use>range</use></value> </uniform> <uniform> <name>detail_range</name> <type>float</type> <value><use>detail</use></value> </uniform> <!-- sun.glsl --> <!-- aerial_perspective_envmap.glsl --> <uniform> <name>transmittance_tex</name> <type>sampler-2d</type> <value type="int">12</value> </uniform> <!-- atmos.glsl --> <uniform> <name>aerosol_absorption_cross_section</name> <type>float-vec4</type> <value><use>aerosol-absorption-cross-section</use></value> </uniform> <uniform> <name>aerosol_scattering_cross_section</name> <type>float-vec4</type> <value><use>aerosol-scattering-cross-section</use></value> </uniform> <uniform> <name>aerosol_base_density</name> <type>float</type> <value><use>aerosol-base-density</use></value> </uniform> <uniform> <name>aerosol_relative_background_density</name> <type>float</type> <value><use>aerosol-relative-background-density</use></value> </uniform> <uniform> <name>aerosol_scale_height</name> <type>float</type> <value><use>aerosol-scale-height</use></value> </uniform> <uniform> <name>fog_density</name> <type>float</type> <value><use>fog-density</use></value> </uniform> <uniform> <name>fog_scale_height</name> <type>float</type> <value><use>fog-scale-height</use></value> </uniform> <uniform> <name>ozone_mean_dobson</name> <type>float</type> <value><use>ozone-mean-dobson</use></value> </uniform> <uniform> <name>ground_albedo</name> <type>float-vec4</type> <value><use>ground-albedo</use></value> </uniform> </pass> </technique> </PropertyList>