<?xml version="1.0" encoding="utf-8"?> <!-- Transition effect starting from the base texture of the scenery, and changing textures according to slope in one or two steps. parameters : texture[0] -> base texture from the scenery texture[2] -> intermediate texture if transitions is set to 2 texture[3] -> texture you want to transition to texture[4] -> snow texture you want applied above snow-limit (I recommend using the corespondent winter texture for the base texture that you can find in terrain.winter) transitions -> transitions number can be set to 1 or 2 (if set to 2 will allow for an intermediate step) inverse -> if this is set to 1 will keep the base texture on steep slopes and transition to the texture you want (useful to add some grass patches in rocky areas) --> <PropertyList> <name>Effects/transition</name> <inherits-from>Effects/terrain-default</inherits-from> <parameters> <texture n="2"> <image>Textures.high/Terrain/transition1.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="3"> <image>Textures.high/Terrain/transition2.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="4"> <image>Textures.high/Terrain/snow3.dds</image> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <rain-norm> <use>/environment/rain-norm</use> </rain-norm> <snow-level> <use>/environment/snow-level-m</use> </snow-level> <cloud-cover0> <use>/environment/clouds/layer[0]/coverage-type</use> </cloud-cover0> <cloud-cover1> <use>/environment/clouds/layer[1]/coverage-type</use> </cloud-cover1> <cloud-cover2> <use>/environment/clouds/layer[2]/coverage-type</use> </cloud-cover2> <cloud-cover3> <use>/environment/clouds/layer[3]/coverage-type</use> </cloud-cover3> <cloud-cover4> <use>/environment/clouds/layer[4]/coverage-type</use> </cloud-cover4> <transitions type="float">2.0</transitions> <inverse type="float">0.0</inverse> <!-- 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/transition</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> <!-- Use material values that are either inherited from the terrain-default effect or supplied by an effect derived from this one e.g., one created in the materials library. --> <material> <ambient> <use>material/ambient</use> </ambient> <diffuse> <use>material/diffuse</use> </diffuse> <specular> <use>material/specular</use> </specular> <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> <texture-unit> <unit>1</unit> <image> <use>texture[2]/image</use> </image> <filter> <use>texture[2]/filter</use> </filter> <wrap-s> <use>texture[2]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[2]/wrap-t</use> </wrap-t> <internal-format> <use>texture[2]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>2</unit> <image> <use>texture[3]/image</use> </image> <filter> <use>texture[3]/filter</use> </filter> <wrap-s> <use>texture[3]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[3]/wrap-t</use> </wrap-t> <internal-format> <use>texture[3]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>3</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>4</unit> <type>noise</type> </texture-unit> <program> <vertex-shader>Shaders/include_fog.vert</vertex-shader> <vertex-shader>Shaders/transition.vert</vertex-shader> <fragment-shader>Shaders/include_fog.frag</fragment-shader> <fragment-shader>Shaders/transition.frag</fragment-shader> </program> <uniform> <name>BaseTex</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>SecondTex</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>ThirdTex</name> <type>sampler-2d</type> <value type="int">2</value> </uniform> <uniform> <name>SnowTex</name> <type>sampler-2d</type> <value type="int">3</value> </uniform> <uniform> <name>NoiseTex</name> <type>sampler-3d</type> <value type="int">4</value> </uniform> <uniform> <name>RainNorm</name> <type>float</type> <value> <use>rain-norm</use> </value> </uniform> <uniform> <name>SnowLevel</name> <type>float</type> <value> <use>snow-level</use> </value> </uniform> <uniform> <name>Transitions</name> <type>float</type> <value> <use>transitions</use> </value> </uniform> <uniform> <name>InverseSlope</name> <type>float</type> <value> <use>inverse</use> </value> </uniform> <uniform> <name>CloudCover0</name> <type>float</type> <value> <use>cloud-cover0</use> </value> </uniform> <uniform> <name>CloudCover1</name> <type>float</type> <value> <use>cloud-cover1</use> </value> </uniform> <uniform> <name>CloudCover2</name> <type>float</type> <value> <use>cloud-cover2</use> </value> </uniform> <uniform> <name>CloudCover3</name> <type>float</type> <value> <use>cloud-cover3</use> </value> </uniform> <uniform> <name>CloudCover4</name> <type>float</type> <value> <use>cloud-cover4</use> </value> </uniform> <!-- BEGIN fog include --> <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> <!-- END fog include --> </pass> </technique> </PropertyList>