<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/galaxy</name> <parameters> <display_xsize><use>/sim/startup/xsize</use></display_xsize> <display_ysize><use>/sim/startup/ysize</use></display_ysize> <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> <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> <!--use_CCTV_vision><use>/sim/rendering/als-filters/use-CCTV-vision</use></use_CCTV_vision--> <fact_grey><use>/sim/rendering/als-filters/grey-factor</use></fact_grey> <fact_black><use>/sim/rendering/als-filters/black-factor</use></fact_black> <delta_T>-50.0</delta_T> <moonlight><use>/environment/moonlight</use></moonlight> <darksky_magnitude><use>/environment/darksky-brightness-magnitude</use></darksky_magnitude> <galaxy_magnitude><use>/environment/galaxy-bulge-brightness-magnitude</use></galaxy_magnitude> <atmosphere_top><use>/environment/atmosphere/altitude-troposphere-top</use></atmosphere_top> <eye_altitude_m><use>/sim/rendering/eye-altitude-m</use></eye_altitude_m> </parameters> <technique n="10"> <predicate> <and> <less-equal> <value type="float">3.0</value> <float-property>/sim/rendering/shaders/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> </and> </predicate> <pass> <program> <vertex-shader>Shaders/galaxy.vert</vertex-shader> <vertex-shader>Shaders/filters-ALS.vert</vertex-shader> <fragment-shader>Shaders/galaxy.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> <fragment-shader>Shaders/filters-ALS.frag</fragment-shader> </program> <uniform> <name>milkyway</name> <type>sampler-2d</type> <value type="int">0</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>delta_T</name> <type>float</type> <value><use>delta_T</use></value> </uniform> <uniform> <name>fact_grey</name> <type>float</type> <value><use>fact_grey</use></value> </uniform> <uniform> <name>fact_black</name> <type>float</type> <value><use>fact_black</use></value> </uniform> <uniform> <name>use_IR_vision</name> <type>bool</type> <value><use>use_IR_vision</use></value> </uniform> <!-- <uniform> <name>use_CCTV_vision</name> <type>bool</type> <value><use>use_CCTV_vision</use></value> </uniform> --> <uniform> <name>field_of_view</name> <type>float</type> <value><use>view_fov</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>moonlight</name> <type>float</type> <value><use>moonlight</use></value> </uniform> <uniform> <name>mudarksky</name> <type>float</type> <value><use>darksky_magnitude</use></value> </uniform> <uniform> <name>mugxybulge</name> <type>float</type> <value><use>galaxy_magnitude</use></value> </uniform> <uniform> <name>altitude</name> <type>float</type> <value><use>eye_altitude_m</use></value> </uniform> <uniform> <name>atmosphere_top</name> <type>float</type> <value><use>atmosphere_top</use></value> </uniform> </pass> </technique> <!-- minimal technique --> <technique n="11"> </technique> <technique n="109"> <scheme>hdr-geometry</scheme> </technique> </PropertyList>