<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/model-interior</name> <inherits-from>Effects/model-default</inherits-from> <parameters> <texture n="3"> <image>Aircraft/Generic/Effects/greymap.png</image> <type>2d</type> <filter>linear-mipmap-linear</filter> <wrap-s>clamp</wrap-s> <wrap-t>clamp</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n="4"> <type>cubemap</type> <images> <positive-x>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_px.png</positive-x> <negative-x>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_nx.png</negative-x> <positive-y>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_py.png</positive-y> <negative-y>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_nx.png</negative-y> <positive-z>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_pz.png</positive-z> <negative-z>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_nz.png</negative-z> </images> </texture> <texture n="7"> <image>Textures/Terrain/void.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> <opacity-cube-center type="vec3d" n="0"> 0.0 0.0 0.0</opacity-cube-center> <opacity-cube-scale type="vec3d" n="0"> 1.0 1.0 1.0</opacity-cube-scale> <opacity-cube-angle type="float">0.0</opacity-cube-angle> <implicit-lightmap-enabled type="int">0</implicit-lightmap-enabled> <implicit-lightmap-tag-color type="vec3d">1.0 1.0 1.0</implicit-lightmap-tag-color> <implicit-lightmap-threshold-low type="float">0.5</implicit-lightmap-threshold-low> <implicit-lightmap-threshold-high type="float">1.5</implicit-lightmap-threshold-high> <implicit-lightmap-emit-color type="vec3d">1.0 1.0 1.0</implicit-lightmap-emit-color> <implicit-lightmap-intensity type="float">0.0</implicit-lightmap-intensity> <light-filter-one type="vec3d">0.5 0.5 0.5</light-filter-one> <light-filter-two type="vec3d">0.9 0.2 0.2</light-filter-two> <light-radius type="float">9.6</light-radius> <use-flashlight><use>/sim/rendering/als-secondary-lights/use-flashlight</use></use-flashlight> <lightmap-enabled type="int">0</lightmap-enabled> <lightmap-multi type="int">0</lightmap-multi> <lightmap-factor type="float" n="0">1.0</lightmap-factor> <lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color> <lightmap-factor type="float" n="1">1.0</lightmap-factor> <lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color> <lightmap-factor type="float" n="2">1.0</lightmap-factor> <lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color> <lightmap-factor type="float" n="3">1.0</lightmap-factor> <lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color> <grain-texture-enabled type="int">0</grain-texture-enabled> <grain-magnification type="float">10.0</grain-magnification> <irradiance-map-type type="int">0</irradiance-map-type> <irradiance-map-strength type="float">0.0</irradiance-map-strength> <residual-ambience-r type="float">0.0</residual-ambience-r> <residual-ambience-g type="float">0.0</residual-ambience-g> <residual-ambience-b type="float">0.0</residual-ambience-b> <ra-irradiance-map-type type="int">0</ra-irradiance-map-type> <ra-irradiance-map-strength type="float">0.0</ra-irradiance-map-strength> <shadow-mapping-enabled type="bool">false</shadow-mapping-enabled> </parameters> <technique n="3"> <predicate> <and> <property>/sim/rendering/shaders/skydome</property> <less-equal> <value type="float">2.0</value> <float-property>/sim/rendering/shaders/model</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> <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> </texture-unit> <texture-unit> <unit>3</unit> <type><use>texture[3]/type</use></type> <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> </texture-unit> <texture-unit> <unit>4</unit> <type><use>texture[4]/type</use></type> <images><use>texture[4]/images</use></images> </texture-unit> <texture-unit> <unit>7</unit> <type><use>texture[7]/type</use></type> <image><use>texture[7]/image</use></image> <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> </texture-unit> <vertex-program-two-side> <use>vertex-program-two-side</use> </vertex-program-two-side> <program> <vertex-shader>Shaders/model-interior-ALS-detailed.vert</vertex-shader> <vertex-shader>Shaders/shadows-include.vert</vertex-shader> <fragment-shader>Shaders/model-interior-ALS-detailed.frag</fragment-shader> <fragment-shader>Shaders/secondary_lights.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> <fragment-shader>Shaders/filters-ALS.frag</fragment-shader> <fragment-shader>Shaders/shadows-include.frag</fragment-shader> <fragment-shader>Shaders/clustered-include.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>terminator</name> <type>float</type> <value><use>terminator</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> <uniform> <name>moonlight</name> <type>float</type> <value><use>moonlight</use></value> </uniform> <uniform> <name>offset_vec</name> <type>float-vec3</type> <value><use>opacity-cube-center</use></value> </uniform> <uniform> <name>scale_vec</name> <type>float-vec3</type> <value><use>opacity-cube-scale</use></value> </uniform> <uniform> <name>angle</name> <type>float</type> <value><use>opacity-cube-angle</use></value> </uniform> <uniform> <name>tag_color</name> <type>float-vec3</type> <value><use>implicit-lightmap-tag-color</use></value> </uniform> <uniform> <name>emit_color</name> <type>float-vec3</type> <value><use>implicit-lightmap-emit-color</use></value> </uniform> <uniform> <name>light_filter_one</name> <type>float-vec3</type> <value><use>light-filter-one</use></value> </uniform> <uniform> <name>light_filter_two</name> <type>float-vec3</type> <value><use>light-filter-two</use></value> </uniform> <uniform> <name>light_radius</name> <type>float</type> <value><use>light-radius</use></value> </uniform> <uniform> <name>threshold_low</name> <type>float</type> <value><use>implicit-lightmap-threshold-low</use></value> </uniform> <uniform> <name>threshold_high</name> <type>float</type> <value><use>implicit-lightmap-threshold-high</use></value> </uniform> <uniform> <name>emit_intensity</name> <type>float</type> <value><use>implicit-lightmap-intensity</use></value> </uniform> <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>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>lightmap_r_factor</name> <type>float</type> <value><use>lightmap-factor[0]</use></value> </uniform> <uniform> <name>lightmap_r_color</name> <type>float-vec3</type> <value><use>lightmap-color[0]</use></value> </uniform> <uniform> <name>lightmap_g_factor</name> <type>float</type> <value><use>lightmap-factor[1]</use></value> </uniform> <uniform> <name>lightmap_g_color</name> <type>float-vec3</type> <value><use>lightmap-color[1]</use></value> </uniform> <uniform> <name>lightmap_b_factor</name> <type>float</type> <value><use>lightmap-factor[2]</use></value> </uniform> <uniform> <name>lightmap_b_color</name> <type>float-vec3</type> <value><use>lightmap-color[2]</use></value> </uniform> <uniform> <name>lightmap_a_factor</name> <type>float</type> <value><use>lightmap-factor[3]</use></value> </uniform> <uniform> <name>lightmap_a_color</name> <type>float-vec3</type> <value><use>lightmap-color[3]</use></value> </uniform> <uniform> <name>grain_magnification</name> <type>float</type> <value><use>grain-magnification</use></value> </uniform> <uniform> <name>irradiance_map_strength</name> <type>float</type> <value><use>irradiance-map-strength</use></value> </uniform> <uniform> <name>ra_irradiance_map_strength</name> <type>float</type> <value><use>ra-irradiance-map-strength</use></value> </uniform> <uniform> <name>residual_ambience_r</name> <type>float</type> <value><use>residual-ambience-r</use></value> </uniform> <uniform> <name>residual_ambience_g</name> <type>float</type> <value><use>residual-ambience-g</use></value> </uniform> <uniform> <name>residual_ambience_b</name> <type>float</type> <value><use>residual-ambience-b</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> <uniform> <name>texture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>lightmap_texture</name> <type>sampler-2d</type> <value type="int">3</value> </uniform> <uniform> <name>cube_texture</name> <type>sampler-cube</type> <value type="int">4</value> </uniform> <uniform> <name>grain_texture</name> <type>sampler-2d</type> <value type="int">7</value> </uniform> <uniform> <name>colorMode</name> <type>int</type> <value><use>material/color-mode-uniform</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>implicit_lightmap_enabled</name> <type>int</type> <value><use>implicit-lightmap-enabled</use></value> </uniform> <uniform> <name>use_flashlight</name> <type>int</type> <value><use>use-flashlight</use></value> </uniform> <uniform> <name>lightmap_enabled</name> <type>int</type> <value><use>lightmap-enabled</use></value> </uniform> <uniform> <name>lightmap_multi</name> <type>int</type> <value><use>lightmap-multi</use></value> </uniform> <uniform> <name>irradiance_map_type</name> <type>int</type> <value><use>irradiance-map-type</use></value> </uniform> <uniform> <name>ra_irradiance_map_type</name> <type>int</type> <value><use>ra-irradiance-map-type</use></value> </uniform> <uniform> <name>grain_texture_enabled</name> <type>int</type> <value><use>grain-texture-enabled</use></value> </uniform> <!-- BEGIN shadows include --> <uniform> <name>shadow_tex</name> <type>sampler-2d</type> <value type="int">10</value> </uniform> <uniform> <name>shadows_enabled</name> <type>bool</type> <value> <use>shadows_enabled</use> </value> </uniform> <uniform> <name>sun_atlas_size</name> <type>int</type> <value> <use>sun_atlas_size</use> </value> </uniform> <!-- END shadows include --> <uniform> <name>shadow_mapping_enabled</name> <type>bool</type> <value> <use>shadow-mapping-enabled</use> </value> </uniform> </pass> </technique> <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> <texture-unit> <unit>0</unit> <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> </texture-unit> <texture-unit> <unit>4</unit> <type><use>texture[4]/type</use></type> <images><use>texture[4]/images</use></images> </texture-unit> <vertex-program-two-side> <use>vertex-program-two-side</use> </vertex-program-two-side> <program> <vertex-shader>Shaders/model-interior-ALS-base.vert</vertex-shader> <vertex-shader>Shaders/shadows-include.vert</vertex-shader> <fragment-shader>Shaders/model-interior-ALS-base.frag</fragment-shader> <fragment-shader>Shaders/hazes.frag</fragment-shader> <fragment-shader>Shaders/secondary_lights.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> <fragment-shader>Shaders/filters-ALS.frag</fragment-shader> <fragment-shader>Shaders/shadows-include.frag</fragment-shader> <fragment-shader>Shaders/clustered-include.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>terminator</name> <type>float</type> <value><use>terminator</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> <uniform> <name>moonlight</name> <type>float</type> <value><use>moonlight</use></value> </uniform> <uniform> <name>offset_vec</name> <type>float-vec3</type> <value><use>opacity-cube-center</use></value> </uniform> <uniform> <name>scale_vec</name> <type>float-vec3</type> <value><use>opacity-cube-scale</use></value> </uniform> <uniform> <name>angle</name> <type>float</type> <value><use>opacity-cube-angle</use></value> </uniform> <uniform> <name>tag_color</name> <type>float-vec3</type> <value><use>implicit-lightmap-tag-color</use></value> </uniform> <uniform> <name>emit_color</name> <type>float-vec3</type> <value><use>implicit-lightmap-emit-color</use></value> </uniform> <uniform> <name>light_filter_one</name> <type>float-vec3</type> <value><use>light-filter-one</use></value> </uniform> <uniform> <name>light_filter_two</name> <type>float-vec3</type> <value><use>light-filter-two</use></value> </uniform> <uniform> <name>light_radius</name> <type>float</type> <value><use>light-radius</use></value> </uniform> <uniform> <name>threshold_low</name> <type>float</type> <value><use>implicit-lightmap-threshold-low</use></value> </uniform> <uniform> <name>threshold_high</name> <type>float</type> <value><use>implicit-lightmap-threshold-high</use></value> </uniform> <uniform> <name>emit_intensity</name> <type>float</type> <value><use>implicit-lightmap-intensity</use></value> </uniform> <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>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> <!-- 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> <uniform> <name>texture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>cube_texture</name> <type>sampler-cube</type> <value type="int">4</value> </uniform> <uniform> <name>colorMode</name> <type>int</type> <value><use>material/color-mode-uniform</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>implicit_lightmap_enabled</name> <type>int</type> <value><use>implicit-lightmap-enabled</use></value> </uniform> <uniform> <name>use_flashlight</name> <type>int</type> <value><use>use-flashlight</use></value> </uniform> <!-- BEGIN shadows include --> <uniform> <name>shadow_tex</name> <type>sampler-2d</type> <value type="int">10</value> </uniform> <uniform> <name>shadows_enabled</name> <type>bool</type> <value> <use>shadows_enabled</use> </value> </uniform> <uniform> <name>sun_atlas_size</name> <type>int</type> <value> <use>sun_atlas_size</use> </value> </uniform> <!-- END shadows include --> <uniform> <name>shadow_mapping_enabled</name> <type>bool</type> <value> <use>shadow-mapping-enabled</use> </value> </uniform> </pass> </technique> </PropertyList>