<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/landmass</name> <inherits-from>Effects/terrain-default</inherits-from> <parameters> <texture n="2"> <image>Textures.high/Terrain/forest-relief.png</image> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <snow-level><use>/sim/rendering/snow-level-m</use></snow-level> <depth-factor type="float">0.01</depth-factor> <canopy-height type="float">15.0</canopy-height> <quality-level><use>/sim/rendering/quality-level</use></quality-level> </parameters> <generate> <tangent type="int">6</tangent> <binormal type="int">7</binormal> </generate> <technique n="8"> <predicate> <and> <property>/sim/rendering/landmass-shader</property> <property>/sim/rendering/shader-effects</property> <less-equal> <value type="float">4.0</value> <float-property>/sim/rendering/quality-level</float-property> </less-equal> <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> <extension-supported>GL_EXT_geometry_shader4</extension-supported> </and> </predicate> <pass> <lighting>true</lighting> <material> <ambient><use>material/ambient</use></ambient> <diffuse><use>material/diffuse</use></diffuse> <specular><use>material/specular</use></specular> <color-mode>ambient-and-diffuse</color-mode> </material> <alpha-test><use>transparent</use></alpha-test> <shade-model>smooth</shade-model> <cull-face>back</cull-face> <render-bin> <bin-number>-1</bin-number> <bin-name>RenderBin</bin-name> </render-bin> <texture-unit> <unit>1</unit> <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> <program> <vertex-shader>Shaders/landmass-g.vert</vertex-shader> <geometry-shader>Shaders/landmass.geom</geometry-shader> <fragment-shader>Shaders/terrain-nocolor.frag</fragment-shader> <geometry-vertices-out type="int">18</geometry-vertices-out> <geometry-input-type>triangles</geometry-input-type> <geometry-output-type>triangle-strip</geometry-output-type> <attribute> <name>tangent</name> <index>6</index> </attribute> <attribute> <name>binormal</name> <index>7</index> </attribute> </program> <uniform> <name>texture</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>canopy_height</name> <type>float</type> <value><use>canopy-height</use></value> </uniform> <color-mask type="vec4d">0 0 0 0</color-mask> </pass> <pass> <lighting>true</lighting> <material> <ambient><use>material/ambient</use></ambient> <diffuse><use>material/diffuse</use></diffuse> <specular><use>material/specular</use></specular> <color-mode>ambient-and-diffuse</color-mode> </material> <blend><use>transparent</use></blend> <alpha-test><use>transparent</use></alpha-test> <shade-model>smooth</shade-model> <cull-face>back</cull-face> <render-bin> <bin-number><use>render-bin/bin-number</use></bin-number> <bin-name><use>render-bin/bin-name</use></bin-name> </render-bin> <texture-unit> <unit>0</unit> <type>noise</type> </texture-unit> <texture-unit> <unit>1</unit> <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>2</unit> <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> <program> <vertex-shader>Shaders/landmass-g.vert</vertex-shader> <geometry-shader>Shaders/landmass.geom</geometry-shader> <fragment-shader>Shaders/landmass.frag</fragment-shader> <geometry-vertices-out type="int">18</geometry-vertices-out> <geometry-input-type>triangles</geometry-input-type> <geometry-output-type>triangle-strip</geometry-output-type> <attribute> <name>tangent</name> <index>6</index> </attribute> <attribute> <name>binormal</name> <index>7</index> </attribute> </program> <uniform> <name>NoiseTex</name> <type>sampler-3d</type> <value type="int">0</value> </uniform> <uniform> <name>BaseTex</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>NormalTex</name> <type>sampler-2d</type> <value type="int">2</value> </uniform> <uniform> <name>depth_factor</name> <type>float</type> <value><use>depth-factor</use></value> </uniform> <uniform> <name>snowlevel</name> <type>float</type> <value><use>snow-level</use></value> </uniform> <uniform> <name>canopy_height</name> <type>float</type> <value><use>canopy-height</use></value> </uniform> <uniform> <name>quality_level</name> <type>float</type> <value><use>quality-level</use></value> </uniform> <depth> <function>lequal</function> <write-mask type="bool">false</write-mask> </depth> </pass> </technique> <technique n="9"> <predicate> <and> <property>/sim/rendering/landmass-shader</property> <property>/sim/rendering/shader-effects</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> <ambient><use>material/ambient</use></ambient> <diffuse><use>material/diffuse</use></diffuse> <specular><use>material/specular</use></specular> <color-mode>ambient-and-diffuse</color-mode> </material> <blend><use>transparent</use></blend> <alpha-test><use>transparent</use></alpha-test> <shade-model>smooth</shade-model> <cull-face>back</cull-face> <render-bin> <bin-number><use>render-bin/bin-number</use></bin-number> <bin-name><use>render-bin/bin-name</use></bin-name> </render-bin> <texture-unit> <unit>0</unit> <type>noise</type> </texture-unit> <texture-unit> <unit>1</unit> <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>2</unit> <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> <program> <vertex-shader>Shaders/landmass.vert</vertex-shader> <fragment-shader>Shaders/landmass.frag</fragment-shader> <attribute> <name>tangent</name> <index>6</index> </attribute> <attribute> <name>binormal</name> <index>7</index> </attribute> </program> <uniform> <name>NoiseTex</name> <type>sampler-3d</type> <value type="int">0</value> </uniform> <uniform> <name>BaseTex</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>NormalTex</name> <type>sampler-2d</type> <value type="int">2</value> </uniform> <uniform> <name>depth_factor</name> <type>float</type> <value><use>depth-factor</use></value> </uniform> <uniform> <name>snowlevel</name> <type>float</type> <value><use>snow-level</use></value> </uniform> <uniform> <name>quality_level</name> <type>float</type> <value><use>quality-level</use></value> </uniform> </pass> </technique> </PropertyList>