<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/chute</name> <inherits-from>Effects/model-default</inherits-from> <parameters> <chute_force>1.0</chute_force> <chute_projection_z>0.0</chute_projection_z> <chute_fold>0.0</chute_fold> <chute_bend>0.0</chute_bend> <!-- END fog include --> </parameters> <technique n="4"> <predicate> <and> <property>/sim/rendering/shaders/skydome</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> <render-bin> <bin-number>10</bin-number> <bin-name>DepthSortedBin</bin-name> </render-bin> <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> <vertex-program-two-side> <use>vertex-program-two-side</use> </vertex-program-two-side> <program> <vertex-shader>Shaders/chute-ALS.vert</vertex-shader> <fragment-shader>Shaders/model-ALS-base.frag</fragment-shader> <fragment-shader>Shaders/hazes.frag</fragment-shader> <fragment-shader>Shaders/secondary_lights.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> <fragment-shader>Shaders/filters-ALS.frag</fragment-shader> </program> <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>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>terrain_alt</name> <type>float</type> <value><use>terrain_alt</use></value> </uniform> <uniform> <name>overcast</name> <type>float</type> <value><use>overcast</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>chute_force</name> <type>float</type> <value><use>chute_force</use></value> </uniform> <uniform> <name>chute_fold</name> <type>float</type> <value><use>chute_fold</use></value> </uniform> <uniform> <name>chute_bend</name> <type>float</type> <value><use>chute_bend</use></value> </uniform> <uniform> <name>chute_projection_z</name> <type>float</type> <value><use>chute_projection_z</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>view_pitch_offset</name> <type>float</type> <value><use>view_pitch_offset</use></value> </uniform> <uniform> <name>view_heading_offset</name> <type>float</type> <value><use>view_heading_offset</use></value> </uniform> <uniform> <name>field_of_view</name> <type>float</type> <value><use>view_fov</use></value> </uniform> <uniform> <name>landing_light1_offset</name> <type>float</type> <value><use>landing_light1_offset</use></value> </uniform> <uniform> <name>landing_light2_offset</name> <type>float</type> <value><use>landing_light2_offset</use></value> </uniform> <uniform> <name>landing_light3_offset</name> <type>float</type> <value><use>landing_light3_offset</use></value> </uniform> <uniform> <name>geo_light_r</name> <type>float</type> <value><use>geo_light_r</use></value> </uniform> <uniform> <name>geo_light_g</name> <type>float</type> <value><use>geo_light_g</use></value> </uniform> <uniform> <name>geo_light_b</name> <type>float</type> <value><use>geo_light_b</use></value> </uniform> <uniform> <name>geo_light_x</name> <type>float</type> <value><use>geo_light_x</use></value> </uniform> <uniform> <name>geo_light_y</name> <type>float</type> <value><use>geo_light_y</use></value> </uniform> <uniform> <name>geo_light_z</name> <type>float</type> <value><use>geo_light_z</use></value> </uniform> <uniform> <name>geo_light_radius</name> <type>float</type> <value><use>geo_light_radius</use></value> </uniform> <uniform> <name>geo_ambience</name> <type>float</type> <value><use>geo_ambience</use></value> </uniform> <uniform> <name>texture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>colorMode</name> <type>int</type> <value><use>material/color-mode-uniform</use></value> </uniform> <uniform> <name>use_searchlight</name> <type>int</type> <value> <use>use_searchlight</use></value> </uniform> <uniform> <name>use_landing_light</name> <type>int</type> <value> <use>use_landing_light</use></value> </uniform> <uniform> <name>use_alt_landing_light</name> <type>int</type> <value> <use>use_alt_landing_light</use></value> </uniform> <uniform> <name>use_geo_light</name> <type>int</type> <value> <use>use_geo_light</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>quality_level</name> <type>int</type> <value><use>quality_level</use></value> </uniform> <uniform> <name>tquality_level</name> <type>int</type> <value><use>tquality_level</use></value> </uniform> </pass> </technique> </PropertyList>