<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/bowwave</name> <inherits-from>Effects/model-default</inherits-from> <parameters> <texture n="0"> <image>/Textures/Water/water-reflection.png</image> <type>2d</type> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n="2"> <image>/Textures/Water/perlin-noise-nm.dds</image> <type>2d</type> <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/Water/waves-ver10-dudv.dds</image> <type>2d</type> <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/Water/water-reflection-grey.png</image> <type>2d</type> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n="5"> <image>/Textures/Water/sea_foam.dds</image> <type>2d</type> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n="6"> <image>/Textures/Water/bowwave3.dds</image> <type>2d</type> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n="7"> <image>/Textures/Water/bowwave_normal.dds</image> <type>2d</type> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <saturation> <use>/rendering/scene/saturation</use> </saturation> <status> <use>/environment/config/enabled</use> </status> <overcast> <use>/rendering/scene/overcast</use> </overcast> <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> <windE> <use>/environment/sea/surface/wind-from-east-fps</use> </windE> <windN> <use>/environment/sea/surface/wind-from-north-fps</use> </windN> <speed-kt> <use>/environment/Vinson/spd-kt</use> </speed-kt> <heading-deg> <use>/environment/Vinson/hdg-deg</use> </heading-deg> <shade-model>smooth</shade-model> <rendering-hint>transparent</rendering-hint> <transparent>true</transparent> <render-bin> <bin-number type="int">6</bin-number> <bin-name>DepthSortedBin</bin-name> </render-bin> <!-- 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> <ground_scattering> <use>/environment/surface/scattering</use> </ground_scattering> <terminator> <use>/environment/terminator-relative-position-m</use> </terminator> <terrain_alt> <use>/environment/mean-terrain-elevation-m</use> </terrain_alt> <overcast> <use>/rendering/scene/overcast</use> </overcast> <eye_alt> <use>/sim/rendering/eye-altitude-m</use> </eye_alt> <cloud_self_shading> <use>/environment/cloud-self-shading</use> </cloud_self_shading> <moonlight> <use>/environment/moonlight</use> </moonlight> <fogtype> <use>/sim/rendering/shaders/skydome</use> </fogtype> <quality_level> <use>/sim/rendering/shaders/landmass</use> </quality_level> <!-- sea colors --> <sea_r><use>/environment/sea/color_r</use></sea_r> <sea_g><use>/environment/sea/color_g</use></sea_g> <sea_b><use>/environment/sea/color_b</use></sea_b> <!-- END fog include --> </parameters> <technique n="5"> <predicate> <and> <property>/sim/rendering/shaders/skydome</property> <less-equal> <value type="float">2.0</value> <float-property>/sim/rendering/shaders/water</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> <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> <texture-unit> <unit>0</unit> <image> <use>texture[0]/image</use> </image> <type> <use>texture[0]/type</use> </type> <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> <type>noise</type> </texture-unit> <texture-unit> <unit>2</unit> <image> <use>texture[2]/image</use> </image> <type> <use>texture[2]/type</use> </type> <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>3</unit> <image> <use>texture[3]/image</use> </image> <type> <use>texture[3]/type</use> </type> <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>4</unit> <image> <use>texture[4]/image</use> </image> <type> <use>texture[4]/type</use> </type> <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>5</unit> <image> <use>texture[5]/image</use> </image> <type> <use>texture[5]/type</use> </type> <filter> <use>texture[5]/filter</use> </filter> <wrap-s> <use>texture[5]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[5]/wrap-t</use> </wrap-t> <internal-format> <use>texture[5]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>6</unit> <image> <use>texture[6]/image</use> </image> <type> <use>texture[6]/type</use> </type> <filter> <use>texture[6]/filter</use> </filter> <wrap-s> <use>texture[6]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[6]/wrap-t</use> </wrap-t> <internal-format> <use>texture[6]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>7</unit> <image> <use>texture[7]/image</use> </image> <type> <use>texture[7]/type</use> </type> <filter> <use>texture[7]/filter</use> </filter> <wrap-s> <use>texture[7]/wrap-s</use> </wrap-s> <wrap-t> <use>texture[7]/wrap-t</use> </wrap-t> <internal-format> <use>texture[7]/internal-format</use> </internal-format> </texture-unit> <program> <vertex-shader n="0">Shaders/wake-ALS.vert</vertex-shader> <fragment-shader n="0">Shaders/bowwave-ALS.frag</fragment-shader> </program> <uniform> <name>water_reflection</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>water_normalmap</name> <type>sampler-2d</type> <value type="int">2</value> </uniform> <uniform> <name>water_dudvmap</name> <type>sampler-2d</type> <value type="int">3</value> </uniform> <uniform> <name>water_reflection_grey</name> <type>sampler-2d</type> <value type="int">4</value> </uniform> <uniform> <name>sea_foam</name> <type>sampler-2d</type> <value type="int">5</value> </uniform> <uniform> <name>alpha_tex</name> <type>sampler-2d</type> <value type="int">6</value> </uniform> <uniform> <name>bowwave_nmap</name> <type>sampler-2d</type> <value type="int">7</value> </uniform> <uniform> <name>saturation</name> <type>float</type> <!--<value>0.4</value>--> <value> <use>saturation</use> </value> </uniform> <uniform> <name>Status</name> <type>int</type> <value> <use>status</use> </value> <!--<value type="int">0</value> --> </uniform> <uniform> <name>Overcast</name> <type>float</type> <value> <use>overcast</use> </value> </uniform> <uniform> <name>WindE</name> <type>float</type> <value> <use>windE</use> </value> </uniform> <uniform> <name>WindN</name> <type>float</type> <value> <use>windN</use> </value> </uniform> <uniform> <name>spd</name> <type>float</type> <value><use>speed-kt</use></value> </uniform> <uniform> <name>hdg</name> <type>float</type> <value> <use>heading-deg</use> </value> </uniform> <uniform> <name>Noise</name> <type>sampler-3d</type> <value type="int">1</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>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>cloud_self_shading</name> <type>float</type> <value><use>cloud_self_shading</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_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>use_IR_vision</name> <type>bool</type> <value><use>use_IR_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> <!-- sea colors --> <uniform> <name>sea_r</name> <type>float</type> <value> <use>sea_r</use> </value> </uniform> <uniform> <name>sea_g</name> <type>float</type> <value> <use>sea_g</use> </value> </uniform> <uniform> <name>sea_b</name> <type>float</type> <value> <use>sea_b</use> </value> </uniform> <uniform> <name>quality_level</name> <type>int</type> <value><use>quality_level</use></value> </uniform> <!-- END fog include --> </pass> </technique> </PropertyList>