<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/runway</name> <inherits-from>Effects/terrain-default</inherits-from> <parameters> <texture n="4"> <image>Textures.high/Runway/rwy-normalmap.dds</image> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n="5"> <type>cubemap</type> <!-- use this form for a cube cross --> <!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>--> <!-- use this form for a 6 image cube map --> <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> <texture n="6"> <image>Aircraft/Generic/Effects/Rainbow.png</image> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n="7"> <image>Aircraft/Generic/Effects/FresnelLookUp.png</image> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n="8"> <image>Textures.high/Runway/rwy-reflect.png</image> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <rendering-hint>transparent</rendering-hint> <shade-model>smooth</shade-model> <rainbowiness type="float">0.01</rainbowiness> <fresneliness>0.01</fresneliness> <noisiness>0.15</noisiness> <!-- <refl_correction>0.0</refl_correction> --> <ambient_correction>-0.15</ambient_correction> <normalmap_dds>1</normalmap_dds> <vertex-program-two-side type="bool">false</vertex-program-two-side> <cull-face>back</cull-face> <wetness> <use>/environment/rain-norm</use> </wetness> <!-- BEGIN fog include --> <visibility> <use>/environment/ground-visibility-m</use> </visibility> <avisibility> <use>/environment/visibility-m</use> </avisibility> <lthickness> <use>/environment/ground-haze-thickness-m</use> </lthickness> <scattering> <use>/rendering/scene/scattering</use> </scattering> <terminator> <use>/environment/terminator-relative-position-m</use> </terminator> <fogtype> <use>/sim/rendering/shaders/skydome</use> </fogtype> <!-- END fog include --> </parameters> <generate> <tangent type="int">6</tangent> <binormal type="int">7</binormal> </generate> <technique n="9"> <predicate> <and> <property>/sim/rendering/shaders/generic</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> <texture-unit> <unit>0</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[1]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>4</unit> <image> <use>texture[4]/image</use> </image> <filter> <use>texture[4]/filter</use> </filter> <wrap-s> <use>texture[4]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[4]/wrap-t</use> </wrap-t> <internal-format> <use>texture[4]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>5</unit> <type> <use>texture[5]/type</use> </type> <!-- use this form for a cube cross --> <!--<image> <use>texture[5]/image</use> </image>--> <!-- use this form for a 6 image cube map --> <images> <use>texture[5]/images</use> </images> </texture-unit> <texture-unit> <unit>6</unit> <type> <use>texture[6]/type</use> </type> <image> <use>texture[6]/image</use> </image> <filter> <use>texture[6]/filter</use> </filter> <wrap-s> <use>texture[6]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[6]/wrap-t</use> </wrap-t> </texture-unit> <texture-unit> <unit>7</unit> <type> <use>texture[7]/type</use> </type> <image> <use>texture[7]/image</use> </image> <filter> <use>texture[7]/filter</use> </filter> <wrap-s> <use>texture[7]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[7]/wrap-t</use> </wrap-t> </texture-unit> <texture-unit> <unit>8</unit> <image> <use>texture[8]/image</use> </image> <filter> <use>texture[8]/filter</use> </filter> <wrap-s> <use>texture[8]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[8]/wrap-t</use> </wrap-t> <internal-format> <use>texture[0]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>9</unit> <type>noise</type> </texture-unit> <vertex-program-two-side> <use>vertex-program-two-side</use> </vertex-program-two-side> <cull-face> <use>cull-face</use> </cull-face> <program> <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> <vertex-shader n="1">Shaders/reflect-bump-spec.vert</vertex-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="1">Shaders/runway-reflect-bump-spec.frag</fragment-shader> <attribute> <name>tangent</name> <index>6</index> </attribute> <attribute> <name>binormal</name> <index>7</index> </attribute> </program> <uniform> <name>BaseTex</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>NormalTex</name> <type>sampler-2d</type> <value type="int">4</value> </uniform> <uniform> <name>Environment</name> <type>sampler-cube</type> <value type="int">5</value> </uniform> <uniform> <name>Rainbow</name> <type>sampler-2d</type> <value type="int">6</value> </uniform> <uniform> <name>Fresnel</name> <type>sampler-2d</type> <value type="int">7</value> </uniform> <uniform> <name>Map</name> <type>sampler-2d</type> <value type="int">8</value> </uniform> <uniform> <name>Noise</name> <type>sampler-3d</type> <value type="int">9</value> </uniform> <!-- set the amount of fringing colour 0.0 - 1.0 --> <uniform> <name>rainbowiness</name> <type>float</type> <value> <use>rainbowiness</use> </value> </uniform> <!-- set the amount of fresnel effect colour 0.0 - 1.0 --> <uniform> <name>fresneliness</name> <type>float</type> <value> <use>fresneliness</use> </value> </uniform> <!-- set the amount of noisiness 0.0 - 1.0 --> <uniform> <name>noisiness</name> <type>float</type> <value> <use>noisiness</use> </value> </uniform> <!-- The reflection is set proportional to the shininess of the material. The amount of reflection may be adjusted by the use of this correction -1.0 (fully transparent)- 1.0 (fully opaque) --> <uniform> <name>spec_adjust</name> <type>float</type> <value> <use>wetness</use> </value> </uniform> <!-- set the amount of ambient light correction 0.0 - 1.0 --> <uniform> <name>ambient_correction</name> <type>float</type> <value> <use>ambient_correction</use> </value> </uniform> <!-- use a reflection map--> <uniform> <name>reflect_map</name> <type>float</type> <value> <use>reflect_map</use> </value> </uniform> <!-- normalmap is .dds--> <uniform> <name>normalmap_dds</name> <type>float</type> <value> <use>normalmap_dds</use> </value> </uniform> <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>fogType</name> <type>int</type> <value> <use>fogtype</use> </value> </uniform> </pass> </technique> </PropertyList>