69387f09f4
- All non-ALS Effects have been removed (except generic ones from model-default and terrain-default). - The rendering dialog has been reworked to accomodate the changes. - All necessary properties have been added to graphics-properties.xml - Five graphics presets have been added: Minimal, Low, Medium, High and Ultra. - Some unused properties have been removed from defaults.xml
475 lines
14 KiB
XML
475 lines
14 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/model-interior-display</name>
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<inherits-from>Effects/model-interior</inherits-from>
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<parameters>
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<texture n="5">
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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<internal-format>normalized</internal-format>
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<image>Aircraft/Generic/Effects/dust-effect-overlay.png</image>
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</texture>
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<sample-res>0.0007</sample-res>
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<dirt-factor>3.0</dirt-factor>
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<contrast>1.0</contrast>
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</parameters>
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<technique n="2">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<less-equal>
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<value type="float">2.0</value>
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<float-property>/sim/rendering/shaders/model</float-property>
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</less-equal>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<active><use>material/active</use></active>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode><use>material/color-mode</use></color-mode>
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</material>
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<blend>
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<active><use>blend/active</use></active>
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<source><use>blend/source</use></source>
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<destination><use>blend/destination</use></destination>
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</blend>
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<shade-model><use>shade-model</use></shade-model>
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<cull-face><use>cull-face</use></cull-face>
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<rendering-hint><use>rendering-hint</use></rendering-hint>
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<texture-unit>
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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<type><use>texture[3]/type</use></type>
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<image><use>texture[3]/image</use></image>
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<filter><use>texture[3]/filter</use></filter>
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<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<type><use>texture[4]/type</use></type>
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<images><use>texture[4]/images</use></images>
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</texture-unit>
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<texture-unit>
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<unit>5</unit>
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<type><use>texture[5]/type</use></type>
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<image><use>texture[5]/image</use></image>
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<filter><use>texture[5]/filter</use></filter>
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<wrap-s><use>texture[5]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[5]/wrap-t</use></wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>7</unit>
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<type><use>texture[7]/type</use></type>
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<image><use>texture[7]/image</use></image>
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<filter><use>texture[7]/filter</use></filter>
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<wrap-s><use>texture[7]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[7]/wrap-t</use></wrap-t>
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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/model-interior-ALS-detailed.vert</vertex-shader>
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<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
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<fragment-shader>Shaders/model-interior-display-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value><use>visibility</use></value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value><use>avisibility</use></value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value><use>lthickness</use></value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value><use>scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>ground_scattering</name>
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<type>float</type>
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<value><use>ground_scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>terrain_alt</name>
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<type>float</type>
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<value><use>terrain_alt</use></value>
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</uniform>
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<uniform>
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<name>overcast</name>
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<type>float</type>
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<value><use>overcast</use></value>
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</uniform>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value><use>eye_alt</use></value>
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</uniform>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>moonlight</name>
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<type>float</type>
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<value><use>moonlight</use></value>
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</uniform>
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<uniform>
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<name>offset_vec</name>
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<type>float-vec3</type>
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<value><use>opacity-cube-center</use></value>
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</uniform>
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<uniform>
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<name>scale_vec</name>
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<type>float-vec3</type>
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<value><use>opacity-cube-scale</use></value>
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</uniform>
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<uniform>
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<name>angle</name>
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<type>float</type>
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<value><use>opacity-cube-angle</use></value>
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</uniform>
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<uniform>
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<name>tag_color</name>
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<type>float-vec3</type>
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<value><use>implicit-lightmap-tag-color</use></value>
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</uniform>
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<uniform>
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<name>emit_color</name>
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<type>float-vec3</type>
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<value><use>implicit-lightmap-emit-color</use></value>
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</uniform>
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<uniform>
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<name>light_filter_one</name>
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<type>float-vec3</type>
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<value><use>light-filter-one</use></value>
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</uniform>
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<uniform>
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<name>light_filter_two</name>
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<type>float-vec3</type>
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<value><use>light-filter-two</use></value>
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</uniform>
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<uniform>
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<name>light_radius</name>
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<type>float</type>
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<value><use>light-radius</use></value>
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</uniform>
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<uniform>
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<name>threshold_low</name>
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<type>float</type>
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<value><use>implicit-lightmap-threshold-low</use></value>
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</uniform>
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<uniform>
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<name>threshold_high</name>
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<type>float</type>
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<value><use>implicit-lightmap-threshold-high</use></value>
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</uniform>
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<uniform>
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<name>emit_intensity</name>
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<type>float</type>
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<value><use>implicit-lightmap-intensity</use></value>
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</uniform>
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<uniform>
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<name>view_pitch_offset</name>
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<type>float</type>
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<value><use>view_pitch_offset</use></value>
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</uniform>
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<uniform>
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<name>view_heading_offset</name>
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<type>float</type>
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<value><use>view_heading_offset</use></value>
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</uniform>
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<uniform>
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<name>field_of_view</name>
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<type>float</type>
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<value><use>view_fov</use></value>
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</uniform>
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<uniform>
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<name>display_xsize</name>
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<type>int</type>
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<value><use>display_xsize</use></value>
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</uniform>
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<uniform>
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<name>display_ysize</name>
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<type>int</type>
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<value><use>display_ysize</use></value>
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</uniform>
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<uniform>
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<name>lightmap_r_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[0]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_r_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[0]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_g_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[1]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_g_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[1]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_b_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[2]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_b_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[2]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_a_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[3]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_a_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[3]</use></value>
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</uniform>
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<uniform>
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<name>grain_magnification</name>
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<type>float</type>
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<value><use>grain-magnification</use></value>
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</uniform>
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<uniform>
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<name>irradiance_map_strength</name>
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<type>float</type>
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<value><use>irradiance-map-strength</use></value>
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</uniform>
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<uniform>
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<name>ra_irradiance_map_strength</name>
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<type>float</type>
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<value><use>ra-irradiance-map-strength</use></value>
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</uniform>
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<uniform>
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<name>residual_ambience_r</name>
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<type>float</type>
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<value><use>residual-ambience-r</use></value>
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</uniform>
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<uniform>
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<name>residual_ambience_g</name>
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<type>float</type>
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<value><use>residual-ambience-g</use></value>
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</uniform>
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<uniform>
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<name>residual_ambience_b</name>
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<type>float</type>
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<value><use>residual-ambience-b</use></value>
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</uniform>
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<uniform>
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<name>sample_res</name>
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<type>float</type>
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<value><use>sample-res</use></value>
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</uniform>
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<uniform>
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<name>dirt_factor</name>
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<type>float</type>
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<value><use>dirt-factor</use></value>
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</uniform>
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<uniform>
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<name>contrast</name>
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<type>float</type>
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<value><use>contrast</use></value>
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</uniform>
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<!-- filtering -->
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<uniform>
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<name>gamma</name>
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<type>float</type>
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<value><use>gamma</use></value>
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</uniform>
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<uniform>
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<name>brightness</name>
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<type>float</type>
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<value><use>brightness</use></value>
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</uniform>
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<uniform>
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<name>use_filtering</name>
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<type>bool</type>
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<value><use>use_filtering</use></value>
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</uniform>
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<uniform>
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<name>use_night_vision</name>
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<type>bool</type>
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<value><use>use_night_vision</use></value>
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</uniform>
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<uniform>
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<name>use_IR_vision</name>
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<type>bool</type>
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<value><use>use_IR_vision</use></value>
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</uniform>
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<uniform>
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<name>delta_T</name>
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<type>float</type>
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<value><use>delta_T</use></value>
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</uniform>
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<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>lightmap_texture</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>cube_texture</name>
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<type>sampler-cube</type>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>dust_texture</name>
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<type>sampler-2d</type>
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<value type="int">5</value>
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</uniform>
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<uniform>
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<name>grain_texture</name>
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<type>sampler-2d</type>
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<value type="int">7</value>
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</uniform>
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<uniform>
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<name>colorMode</name>
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<type>int</type>
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<value><use>material/color-mode-uniform</use></value>
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</uniform>
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<uniform>
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<name>quality_level</name>
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<type>int</type>
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<value><use>quality_level</use></value>
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</uniform>
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<uniform>
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<name>tquality_level</name>
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<type>int</type>
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<value><use>tquality_level</use></value>
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</uniform>
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<uniform>
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<name>implicit_lightmap_enabled</name>
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<type>int</type>
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<value><use>implicit-lightmap-enabled</use></value>
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</uniform>
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<uniform>
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<name>use_flashlight</name>
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<type>int</type>
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<value><use>use-flashlight</use></value>
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</uniform>
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<uniform>
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<name>lightmap_enabled</name>
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<type>int</type>
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<value><use>lightmap-enabled</use></value>
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</uniform>
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<uniform>
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<name>lightmap_multi</name>
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<type>int</type>
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<value><use>lightmap-multi</use></value>
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</uniform>
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<uniform>
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<name>irradiance_map_type</name>
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<type>int</type>
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<value><use>irradiance-map-type</use></value>
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</uniform>
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<uniform>
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<name>ra_irradiance_map_type</name>
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<type>int</type>
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<value><use>ra-irradiance-map-type</use></value>
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</uniform>
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<uniform>
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<name>grain_texture_enabled</name>
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<type>int</type>
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<value><use>grain-texture-enabled</use></value>
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</uniform>
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<!-- BEGIN shadows include -->
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<uniform>
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<name>shadow_tex</name>
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<type>sampler-2d</type>
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<value type="int">10</value>
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</uniform>
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<uniform>
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<name>shadows_enabled</name>
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<type>bool</type>
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<value>
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<use>shadows_enabled</use>
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</value>
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</uniform>
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<uniform>
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<name>sun_atlas_size</name>
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<type>int</type>
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<value>
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<use>sun_atlas_size</use>
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</value>
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</uniform>
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<!-- END shadows include -->
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<uniform>
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<name>shadow_mapping_enabled</name>
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<type>bool</type>
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<value>
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<use>shadow-mapping-enabled</use>
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</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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