<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/grass</name> <inherits-from>Effects/airfield</inherits-from> <parameters> <texture n="20"> <image>Textures/Terrain/airport-grass-autumn.png</image> <type>2d</type> <filter>nearest-mipmap-nearest</filter> <mag-filter>nearest</mag-filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <max_grass_height>0.3</max_grass_height> <grass_density>1.0</grass_density> <grass_groups>2</grass_groups> <grass_modulate_by_overlay>0</grass_modulate_by_overlay> <grass_modulate_height_min>0.0</grass_modulate_height_min> <windE><use>/environment/sea/surface/wind-from-east-fps</use></windE> <windN><use>/environment/sea/surface/wind-from-north-fps</use></windN> <wash-x><use>/environment/aircraft-effects/wash-x</use></wash-x> <wash-y><use>/environment/aircraft-effects/wash-y</use></wash-y> <wash-strength><use>/environment/aircraft-effects/wash-strength</use></wash-strength> </parameters> <technique n="1"> <predicate> <and> <property>/sim/rendering/shaders/skydome</property> <less-equal> <value type="float">2.0</value> <float-property>/sim/rendering/shaders/transition</float-property> </less-equal> <less-equal> <value type="float">1.0</value> <float-property>/sim/rendering/shaders/vegetation-effects</float-property> </less-equal> <equal> <value type="float">0.0</value> <float-property>/sim/rendering/rembrandt/enabled</float-property> </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> <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> <program> <vertex-shader>Shaders/trivial.vert</vertex-shader> <fragment-shader>Shaders/trivial.frag</fragment-shader> </program> <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[13]/image</use></image> <type><use>texture[13]/type</use></type> <filter><use>texture[13]/filter</use></filter> <wrap-s><use>texture[13]/wrap-s</use></wrap-s> <wrap-t><use>texture[13]/wrap-t</use></wrap-t> <internal-format> <use>texture[13]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>1</unit> <image><use>texture[14]/image</use></image> <type><use>texture[14]/type</use></type> <filter><use>texture[14]/filter</use></filter> <wrap-s><use>texture[14]/wrap-s</use></wrap-s> <wrap-t><use>texture[14]/wrap-t</use></wrap-t> <internal-format> <use>texture[14]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>2</unit> <image><use>texture[15]/image</use></image> <type><use>texture[15]/type</use></type> <filter><use>texture[15]/filter</use></filter> <wrap-s><use>texture[15]/wrap-s</use></wrap-s> <wrap-t><use>texture[15]/wrap-t</use></wrap-t> <internal-format> <use>texture[15]/internal-format</use> </internal-format> </texture-unit> <program> <vertex-shader>Shaders/terrain-ALS-ultra.vert</vertex-shader> <vertex-shader>Shaders/filters-ALS.vert</vertex-shader> <fragment-shader>Shaders/airfield-ALS.frag</fragment-shader> <fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> <fragment-shader>Shaders/hazes.frag</fragment-shader> <fragment-shader>Shaders/secondary_lights.frag</fragment-shader> <fragment-shader>Shaders/filters-ALS.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>ground_scattering</name> <type>float</type> <value><use>ground_scattering</use></value> </uniform> <uniform> <name>terminator</name> <type>float</type> <value><use>terminator</use></value> </uniform> <uniform> <name>terrain_alt</name> <type>float</type> <value><use>terrain_alt</use></value> </uniform> <uniform> <name>overcast</name> <type>float</type> <value><use>overcast</use></value> </uniform> <uniform> <name>eye_alt</name> <type>float</type> <value><use>eye_alt</use></value> </uniform> <uniform> <name>snowlevel</name> <type>float</type> <value><use>snow_level</use></value> </uniform> <uniform> <name>snow_thickness_factor</name> <type>float</type> <value><use>snow_thickness_factor</use></value> </uniform> <uniform> <name>dust_cover_factor</name> <type>float</type> <value> <use>dust_cover_factor</use></value> </uniform> <uniform> <name>wetness</name> <type>float</type> <value> <use>wetness</use></value> </uniform> <uniform> <name>fogstructure</name> <type>float</type> <value> <use>fogstructure</use></value> </uniform> <uniform> <name>grit_alpha</name> <type>float</type> <value><use>grit_alpha</use></value> </uniform> <uniform> <name>overlay_bias</name> <type>float</type> <value><use>overlay_bias</use></value> </uniform> <uniform> <name>overlay_alpha</name> <type>float</type> <value><use>overlay_alpha</use></value> </uniform> <uniform> <name>base_layer_magnification</name> <type>float</type> <value><use>base_layer_magnification</use></value> </uniform> <uniform> <name>overlay_layer_magnification</name> <type>float</type> <value><use>overlay_layer_magnification</use></value> </uniform> <uniform> <name>grain_layer_magnification</name> <type>float</type> <value><use>grain_layer_magnification</use></value> </uniform> <uniform> <name>cloud_self_shading</name> <type>float</type> <value><use>cloud_self_shading</use></value> </uniform> <uniform> <name>moonlight</name> <type>float</type> <value><use>moonlight</use></value> </uniform> <uniform> <name>air_pollution</name> <type>float</type> <value><use>air_pollution</use></value> </uniform> <uniform> <name>season</name> <type>float</type> <value><use>season</use></value> </uniform> <!-- secondary lights --> <uniform> <name>view_pitch_offset</name> <type>float</type> <value><use>view_pitch_offset</use></value> </uniform> <uniform> <name>view_heading_offset</name> <type>float</type> <value><use>view_heading_offset</use></value> </uniform> <uniform> <name>field_of_view</name> <type>float</type> <value><use>view_fov</use></value> </uniform> <uniform> <name>landing_light1_offset</name> <type>float</type> <value><use>landing_light1_offset</use></value> </uniform> <uniform> <name>landing_light2_offset</name> <type>float</type> <value><use>landing_light2_offset</use></value> </uniform> <uniform> <name>landing_light3_offset</name> <type>float</type> <value><use>landing_light3_offset</use></value> </uniform> <!-- filtering --> <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_night_vision</name> <type>bool</type> <value><use>use_night_vision</use></value> </uniform> <uniform> <name>use_IR_vision</name> <type>bool</type> <value><use>use_IR_vision</use></value> </uniform> <uniform> <name>use_filtering</name> <type>bool</type> <value><use>use_filtering</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> <!-- cloud shadows --> <uniform> <name>cloudpos1_x</name> <type>float</type> <value><use>cloudpos1_x</use></value> </uniform> <uniform> <name>cloudpos1_y</name> <type>float</type> <value><use>cloudpos1_y</use></value> </uniform> <uniform> <name>cloudpos2_x</name> <type>float</type> <value><use>cloudpos2_x</use></value> </uniform> <uniform> <name>cloudpos2_y</name> <type>float</type> <value><use>cloudpos2_y</use></value> </uniform> <uniform> <name>cloudpos3_x</name> <type>float</type> <value><use>cloudpos3_x</use></value> </uniform> <uniform> <name>cloudpos3_y</name> <type>float</type> <value><use>cloudpos3_y</use></value> </uniform> <uniform> <name>cloudpos4_x</name> <type>float</type> <value><use>cloudpos4_x</use></value> </uniform> <uniform> <name>cloudpos4_y</name> <type>float</type> <value><use>cloudpos4_y</use></value> </uniform> <uniform> <name>cloudpos5_x</name> <type>float</type> <value><use>cloudpos5_x</use></value> </uniform> <uniform> <name>cloudpos5_y</name> <type>float</type> <value><use>cloudpos5_y</use></value> </uniform> <uniform> <name>cloudpos6_x</name> <type>float</type> <value><use>cloudpos6_x</use></value> </uniform> <uniform> <name>cloudpos6_y</name> <type>float</type> <value><use>cloudpos6_y</use></value> </uniform> <uniform> <name>cloudpos7_x</name> <type>float</type> <value><use>cloudpos7_x</use></value> </uniform> <uniform> <name>cloudpos7_y</name> <type>float</type> <value><use>cloudpos7_y</use></value> </uniform> <uniform> <name>cloudpos8_x</name> <type>float</type> <value><use>cloudpos8_x</use></value> </uniform> <uniform> <name>cloudpos8_y</name> <type>float</type> <value><use>cloudpos8_y</use></value> </uniform> <uniform> <name>cloudpos9_x</name> <type>float</type> <value><use>cloudpos9_x</use></value> </uniform> <uniform> <name>cloudpos9_y</name> <type>float</type> <value><use>cloudpos9_y</use></value> </uniform> <uniform> <name>cloudpos10_x</name> <type>float</type> <value><use>cloudpos10_x</use></value> </uniform> <uniform> <name>cloudpos10_y</name> <type>float</type> <value><use>cloudpos10_y</use></value> </uniform> <uniform> <name>cloudpos11_x</name> <type>float</type> <value><use>cloudpos11_x</use></value> </uniform> <uniform> <name>cloudpos11_y</name> <type>float</type> <value><use>cloudpos11_y</use></value> </uniform> <uniform> <name>cloudpos12_x</name> <type>float</type> <value><use>cloudpos12_x</use></value> </uniform> <uniform> <name>cloudpos12_y</name> <type>float</type> <value><use>cloudpos12_y</use></value> </uniform> <uniform> <name>cloudpos13_x</name> <type>float</type> <value><use>cloudpos13_x</use></value> </uniform> <uniform> <name>cloudpos13_y</name> <type>float</type> <value><use>cloudpos13_y</use></value> </uniform> <uniform> <name>cloudpos14_x</name> <type>float</type> <value><use>cloudpos14_x</use></value> </uniform> <uniform> <name>cloudpos14_y</name> <type>float</type> <value><use>cloudpos14_y</use></value> </uniform> <uniform> <name>cloudpos15_x</name> <type>float</type> <value><use>cloudpos15_x</use></value> </uniform> <uniform> <name>cloudpos15_y</name> <type>float</type> <value><use>cloudpos15_y</use></value> </uniform> <uniform> <name>cloudpos16_x</name> <type>float</type> <value><use>cloudpos16_x</use></value> </uniform> <uniform> <name>cloudpos16_y</name> <type>float</type> <value><use>cloudpos16_y</use></value> </uniform> <uniform> <name>cloudpos17_x</name> <type>float</type> <value><use>cloudpos17_x</use></value> </uniform> <uniform> <name>cloudpos17_y</name> <type>float</type> <value><use>cloudpos17_y</use></value> </uniform> <uniform> <name>cloudpos18_x</name> <type>float</type> <value><use>cloudpos18_x</use></value> </uniform> <uniform> <name>cloudpos18_y</name> <type>float</type> <value><use>cloudpos18_y</use></value> </uniform> <uniform> <name>cloudpos19_x</name> <type>float</type> <value><use>cloudpos19_x</use></value> </uniform> <uniform> <name>cloudpos19_y</name> <type>float</type> <value><use>cloudpos19_y</use></value> </uniform> <uniform> <name>cloudpos20_x</name> <type>float</type> <value><use>cloudpos20_x</use></value> </uniform> <uniform> <name>cloudpos20_y</name> <type>float</type> <value><use>cloudpos20_y</use></value> </uniform> <uniform> <name>cloud_shadow_flag</name> <type>int</type> <value><use>cloud_shadow_flag</use></value> </uniform> <uniform> <name>quality_level</name> <type>int</type> <value> <use>quality_level</use></value> </uniform> <uniform> <name>tquality_level</name> <type>int</type> <value> <use>tquality_level</use></value> </uniform> <uniform> <name>use_overlay</name> <type>int</type> <value> <use>use_overlay</use></value> </uniform> <uniform> <name>use_grain</name> <type>int</type> <value> <use>use_grain</use></value> </uniform> <uniform> <name>use_color_overlay</name> <type>int</type> <value> <use>use_color_overlay</use></value> </uniform> <uniform> <name>use_searchlight</name> <type>int</type> <value> <use>use_searchlight</use></value> </uniform> <uniform> <name>use_landing_light</name> <type>int</type> <value> <use>use_landing_light</use></value> </uniform> <uniform> <name>use_alt_landing_light</name> <type>int</type> <value> <use>use_alt_landing_light</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>raise_vertex</name> <type>bool</type> <value> <use>raise_vertex</use></value> </uniform> <uniform> <name>texture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>overlay_texture</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>grain_texture</name> <type>sampler-2d</type> <value type="int">2</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> <pass n="2"> <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>10</bin-number> <bin-name>GrassBin</bin-name> </render-bin>--> <!--<render-bin> <bin-number>111</bin-number> <bin-name>DepthSortedBin</bin-name> </render-bin>--> <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>8</unit> <type><use>texture[20]/type</use></type> <image><use>texture[20]/image</use></image> <filter><use>texture[20]/filter</use></filter> <mag-filter><use>texture[20]/mag-filter</use></mag-filter> <wrap-s><use>texture[20]/wrap-s</use></wrap-s> <wrap-t><use>texture[20]/wrap-t</use></wrap-t> <internal-format><use>texture[20]/internal-format</use></internal-format> </texture-unit> <program> <vertex-shader n="0">Shaders/grass-ALS.vert</vertex-shader> <geometry-shader>Shaders/grass-ALS.geom</geometry-shader> <fragment-shader n="0">Shaders/grass-ALS.frag</fragment-shader> <fragment-shader n="1">Shaders/noise.frag</fragment-shader> <fragment-shader n="2">Shaders/filters-ALS.frag</fragment-shader> <geometry-vertices-out type="int">96</geometry-vertices-out> <geometry-input-type>triangles</geometry-input-type> <geometry-output-type>triangle-strip</geometry-output-type> </program> <uniform> <name>colorTex</name> <type>sampler-2d</type> <value type="int">8</value> </uniform> <uniform> <name>visibility</name> <type>float</type> <value><use>visibility</use></value> </uniform> <uniform> <name>scattering</name> <type>float</type> <value><use>scattering</use></value> </uniform> <uniform> <name>wind_x</name> <type>float</type> <value> <use>windE</use> </value> </uniform> <uniform> <name>wind_y</name> <type>float</type> <value> <use>windN</use> </value> </uniform> <uniform> <name>wash_x</name> <type>float</type> <value> <use>wash-x</use> </value> </uniform> <uniform> <name>wash_y</name> <type>float</type> <value> <use>wash-y</use> </value> </uniform> <uniform> <name>wash_strength</name> <type>float</type> <value> <use>wash-strength</use> </value> </uniform> <uniform> <name>overlay_bias</name> <type>float</type> <value><use>overlay_bias</use></value> </uniform> <uniform> <name>max_height</name> <type>float</type> <value><use>max_grass_height</use></value> </uniform> <uniform> <name>grass_density</name> <type>float</type> <value><use>grass_density</use></value> </uniform> <uniform> <name>grass_modulate_height_min</name> <type>float</type> <value><use>grass_modulate_height_min</use></value> </uniform> <uniform> <name>season</name> <type>float</type> <value><use>season</use></value> </uniform> <uniform> <name>grass_modulate_by_overlay</name> <type>int</type> <value><use>grass_modulate_by_overlay</use></value> </uniform> <uniform> <name>grass_groups</name> <type>int</type> <value><use>grass_groups</use></value> </uniform> <!-- filtering --> <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_night_vision</name> <type>bool</type> <value><use>use_night_vision</use></value> </uniform> <uniform> <name>use_IR_vision</name> <type>bool</type> <value><use>use_IR_vision</use></value> </uniform> <uniform> <name>use_filtering</name> <type>bool</type> <value><use>use_filtering</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>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>wind_effects</name> <type>int</type> <value><use>wind_effects</use></value> </uniform> <blend> <active>true</active> <source>src-alpha</source> <destination>one-minus-src-alpha</destination> </blend> <depth> <write-mask>false</write-mask> </depth> </pass> </technique> </PropertyList>