<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/terrain-default</name> <!-- <inherits-from>another-effect</inherits-from> --> <parameters> <material> <ambient type="vec4d"> 0.2 .2 0.2 1.0 </ambient> <diffuse type="vec4d"> .8 .8 .8 1.0 </diffuse> <specular type="vec4d"> 0.0 0.0 0.0 1.0 </specular> <emissive type="vec4d"> 0.0 0.0 0.0 1.0 </emissive> <shininess>1.2</shininess> </material> <texture n="0"> <image>Textures/Terrain/unknown.png</image> <filter>linear-mipmap-linear</filter> <!-- also repeat --> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <!-- <wrap-r>clamp-to-border</wrap-r> --> <!-- float, signed-integer, integer --> <internal-format>normalized</internal-format> </texture> <transparent>false</transparent> <render-bin> <bin-number>0</bin-number> <bin-name>RenderBin</bin-name> </render-bin> <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/scattering-shader</use> </fogtype> </parameters> <!-- put techniques at a "high" index to allow derived effects to insert their own techniques first. --> <technique n="10"> <predicate> <and> <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> <emissive> <use>material/emissive</use> </emissive> <shininess> <use>material/shininess</use> </shininess> <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>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[0]/internal-format</use> </internal-format> </texture-unit> <program> <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> <vertex-shader n="1">Shaders/default.vert</vertex-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader> </program> <uniform> <name>texture</name> <type>sampler-2d</type> <value type="int">0</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> <emissive> <use>material/emissive</use> </emissive> <shininess> <use>material/shininess</use> </shininess> <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> <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/include_fog.vert</vertex-shader> <vertex-shader>Shaders/default.vert</vertex-shader> <fragment-shader>Shaders/default.frag</fragment-shader> <fragment-shader>Shaders/include_fog.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>fogType</name> <type>int</type> <value> <use>fogtype</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>2</value> <!-- AMBIENT_AND_DIFFUSE --> </uniform> <depth> <function>lequal</function> <write-mask type="bool">false</write-mask> </depth> </pass> </technique> <technique n="11"> <pass> <lighting>true</lighting> <material> <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>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> <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> <environment> <mode>modulate</mode> </environment> </texture-unit> </pass> </technique> </PropertyList>