<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/thrust-flame</name> <parameters> <texture n="0"> <type>white</type> </texture> <flame_radius_fraction type="float">0.2</flame_radius_fraction> <thrust_collimation type="float">0.1</thrust_collimation> <thrust_density type="float">0.5</thrust_density> <base_flame_density type="float">1.0</base_flame_density> <shock_frequency type="float">0.5</shock_frequency> <noise_strength type="float">0.2</noise_strength> <noise_scale type="float">0.1</noise_scale> <flame_color_low_r type="float">0.95</flame_color_low_r> <flame_color_low_g type="float">0.55</flame_color_low_g> <flame_color_low_b type="float">0.0</flame_color_low_b> <flame_color_high_r type="float">1.0</flame_color_high_r> <flame_color_high_g type="float">0.8</flame_color_high_g> <flame_color_high_b type="float">0.3</flame_color_high_b> <base_flame_r type="float">1.0</base_flame_r> <base_flame_g type="float">0.8</base_flame_g> <base_flame_b type="float">0.3</base_flame_b> <deflection_coeff type="float">0.0</deflection_coeff> <use_shocks type="int">1</use_shocks> <use_noise type="int">1</use_noise> <visibility><use>/environment/ground-visibility-m</use></visibility> <avisibility><use>/environment/visibility-m</use></avisibility> <lthickness><use>/environment/ground-haze-thickness-m</use></lthickness> <terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt> <eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt> </parameters> <technique n="4"> <predicate> <and> <property>/sim/rendering/shaders/skydome</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> <active><use>material/active</use></active> <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><use>material/color-mode</use></color-mode> </material> <blend> <active><use>blend/active</use></active> <source><use>blend/source</use></source> <destination><use>blend/destination</use></destination> </blend> <shade-model><use>shade-model</use></shade-model> <cull-face><use>cull-face</use></cull-face> <rendering-hint><use>rendering-hint</use></rendering-hint> <render-bin> <bin-number>111</bin-number> <bin-name>DepthSortedBin</bin-name> </render-bin> <texture-unit> <!-- The texture unit is always active because the shaders expect that. --> <unit>0</unit> <active><use>texture[0]/active</use></active> <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> <internal-format> <use>texture[0]/internal-format</use> </internal-format> </texture-unit> <depth> <write-mask>false</write-mask> </depth> <vertex-program-two-side>false</vertex-program-two-side> <program> <vertex-shader>Shaders/thrustflame-ALS.vert</vertex-shader> <fragment-shader>Shaders/thrustflame-ALS.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> </program> <uniform> <name>flame_radius_fraction</name> <type>float</type> <value><use>flame_radius_fraction</use></value> </uniform> <uniform> <name>thrust_collimation</name> <type>float</type> <value><use>thrust_collimation</use></value> </uniform> <uniform> <name>thrust_density</name> <type>float</type> <value><use>thrust_density</use></value> </uniform> <uniform> <name>base_flame_density</name> <type>float</type> <value><use>base_flame_density</use></value> </uniform> <uniform> <name>shock_frequency</name> <type>float</type> <value><use>shock_frequency</use></value> </uniform> <uniform> <name>noise_strength</name> <type>float</type> <value><use>noise_strength</use></value> </uniform> <uniform> <name>noise_scale</name> <type>float</type> <value><use>noise_scale</use></value> </uniform> <uniform> <name>flame_color_low_r</name> <type>float</type> <value><use>flame_color_low_r</use></value> </uniform> <uniform> <name>flame_color_low_g</name> <type>float</type> <value><use>flame_color_low_g</use></value> </uniform> <uniform> <name>flame_color_low_b</name> <type>float</type> <value><use>flame_color_low_b</use></value> </uniform> <uniform> <name>flame_color_high_r</name> <type>float</type> <value><use>flame_color_high_r</use></value> </uniform> <uniform> <name>flame_color_high_g</name> <type>float</type> <value><use>flame_color_high_g</use></value> </uniform> <uniform> <name>flame_color_high_b</name> <type>float</type> <value><use>flame_color_high_b</use></value> </uniform> <uniform> <name>base_flame_r</name> <type>float</type> <value><use>base_flame_r</use></value> </uniform> <uniform> <name>base_flame_g</name> <type>float</type> <value><use>base_flame_g</use></value> </uniform> <uniform> <name>base_flame_b</name> <type>float</type> <value><use>base_flame_b</use></value> </uniform> <uniform> <name>deflection_coeff</name> <type>float</type> <value><use>deflection_coeff</use></value> </uniform> <uniform> <name>use_shocks</name> <type>int</type> <value><use>use_shocks</use></value> </uniform> <uniform> <name>use_noise</name> <type>int</type> <value><use>use_noise</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><use>material/color-mode-uniform</use></value> </uniform> </pass> </technique> </PropertyList>