<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/rain-layer</name> <parameters> <texture n ="0"> </texture> <range><use>/sim/rendering/clouds3d-vis-range</use></range> <scattering><use>/rendering/scene/scattering</use></scattering> <terminator><use>/environment/terminator-relative-position-m</use></terminator> <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> <is-lightning type="bool">0</is-lightning> <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> <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> </parameters> <technique n="9"> <predicate> <and> <property>/sim/rendering/shaders/skydome</property> <property>/sim/rendering/clouds3d-enable</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>9</bin-number> <bin-name>DepthSortedBin</bin-name> </render-bin> <texture-unit> <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> <!--<wrap-s>clamp</wrap-s> <wrap-t>clamp</wrap-t>--> </texture-unit> <program> <vertex-shader>Shaders/rain-layer-ALS.vert</vertex-shader> <fragment-shader>Shaders/rain-layer-ALS.frag</fragment-shader> <fragment-shader>Shaders/filters-ALS.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> </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>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>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>is_lightning</name> <type>bool</type> <value><use>is-lightning</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>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> <and> <property>/sim/rendering/clouds3d-enable</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>9</bin-number> <bin-name>DepthSortedBin</bin-name> </render-bin> <texture-unit> <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> <!--<wrap-s>clamp</wrap-s> <wrap-t>clamp</wrap-t>--> </texture-unit> <program> <vertex-shader>Shaders/rain-layer.vert</vertex-shader> <fragment-shader>Shaders/rain-layer.frag</fragment-shader> </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>scattering</name> <type>float</type> <value><use>scattering</use></value> </uniform> <uniform> <name>terminator</name> <type>float</type> <value><use>terminator</use></value> </uniform> <vertex-program-two-side>true</vertex-program-two-side> </pass> </technique> </PropertyList>