580c375d4b
Use a perlin noise texture to rotate some of the landclass textures to reduce tiling. Also add a quality=1 technique which uses it.
717 lines
27 KiB
XML
717 lines
27 KiB
XML
<?xml version='1.0' encoding='UTF-8'?>
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<!-- World Scenery 3.0 Effect -->
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<PropertyList>
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<name>Effects/ws30</name>
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<parameters>
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<material>
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<ambient type="vec4d">
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0.2 .2 0.2 1.0
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</ambient>
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<diffuse type="vec4d">
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.8 .8 .8 1.0
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</diffuse>
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<specular type="vec4d">
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0.0 0.0 0.0 1.0
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</specular>
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<emissive type="vec4d">
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0.0 0.0 0.0 1.0
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</emissive>
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<shininess>1.2</shininess>
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</material>
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<texture n="6">
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<image>Textures/perlin.png</image>
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<type>2d</type>
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<filter>nearest</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="10">
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<image>Textures/Terrain/snow3.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="11">
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<image>Textures/Terrain/void.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="12">
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<image>Textures/Terrain/void.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="13">
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<image>Textures/Terrain/rock_alt.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="14">
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<image>Textures/Terrain/grain_texture.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="15">
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<image>Textures/Terrain/void.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<transparent>false</transparent>
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<render-bin>
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<bin-number>0</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<material-id>0</material-id>
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<grain_strength>0.5</grain_strength>
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<intrinsic_wetness>0.0</intrinsic_wetness>
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<transition_model>0.5</transition_model>
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<hires_overlay_bias>0.0</hires_overlay_bias>
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<dot_density>1.0</dot_density>
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<dot_size>1.0</dot_size>
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<dust_resistance>1.0</dust_resistance>
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<rock_strata>0</rock_strata>
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<raise_vertex type="bool">false</raise_vertex>
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<visibility><use>/environment/ground-visibility-m</use></visibility>
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<avisibility><use>/environment/visibility-m</use></avisibility>
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<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
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<scattering><use>/rendering/scene/scattering</use></scattering>
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<ground_scattering><use>/environment/surface/scattering</use></ground_scattering>
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
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<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
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<overcast><use>/rendering/scene/overcast</use></overcast>
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<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
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<snow_level><use>/environment/snow-level-m</use></snow_level>
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<snow_thickness_factor><use>/environment/surface/snow-thickness-factor</use></snow_thickness_factor>
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<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
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<lichen_cover_factor><use>/environment/surface/lichen-cover-factor</use></lichen_cover_factor>
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<wetness><use>/environment/surface/wetness</use></wetness>
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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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<fogstructure><use>/environment/fog-structure</use></fogstructure>
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<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
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<moonlight><use>/environment/moonlight</use></moonlight>
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<season><use>/environment/season</use></season>
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<air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
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<delta_T><use>/environment/surface/delta-T-soil</use></delta_T>
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<wind_effects><use>/sim/rendering/shaders/wind-effects</use></wind_effects>
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<windE><use>/environment/sea/surface/wind-from-east-fps</use></windE>
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<windN><use>/environment/sea/surface/wind-from-north-fps</use></windN>
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<display_xsize><use>/sim/startup/xsize</use></display_xsize>
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<display_ysize><use>/sim/startup/ysize</use></display_ysize>
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<!--
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<tile_width><use>/sim/rendering/texture-factor</use></tile_width>
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-->
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<view_pitch_offset><use>/sim/current-view/pitch-offset-deg</use></view_pitch_offset>
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<view_heading_offset><use>/sim/current-view/heading-offset-deg</use></view_heading_offset>
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<view_fov><use>/sim/current-view/field-of-view</use></view_fov>
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<use_searchlight><use>/sim/rendering/als-secondary-lights/use-searchlight</use></use_searchlight>
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<use_landing_light><use>/sim/rendering/als-secondary-lights/use-landing-light</use></use_landing_light>
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<use_alt_landing_light><use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use></use_alt_landing_light>
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<landing_light1_offset><use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use></landing_light1_offset>
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<landing_light2_offset><use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use></landing_light2_offset>
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<landing_light3_offset><use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use></landing_light3_offset>
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<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
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<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
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<use_filtering><use>/sim/rendering/als-filters/use-filtering</use></use_filtering>
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<gamma><use>/sim/rendering/als-filters/gamma</use></gamma>
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<brightness><use>/sim/rendering/als-filters/brightness</use></brightness>
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<fact_grey><use>/sim/rendering/als-filters/grey-factor</use></fact_grey>
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<fact_black><use>/sim/rendering/als-filters/black-factor</use></fact_black>
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<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
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<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
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<cloudpos1_x><use>/local-weather/cloud-shadows/cloudpos-x[0]</use></cloudpos1_x>
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<cloudpos1_y><use>/local-weather/cloud-shadows/cloudpos-y[0]</use></cloudpos1_y>
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<cloudpos2_x><use>/local-weather/cloud-shadows/cloudpos-x[1]</use></cloudpos2_x>
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<cloudpos2_y><use>/local-weather/cloud-shadows/cloudpos-y[1]</use></cloudpos2_y>
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<cloudpos3_x><use>/local-weather/cloud-shadows/cloudpos-x[2]</use></cloudpos3_x>
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<cloudpos3_y><use>/local-weather/cloud-shadows/cloudpos-y[2]</use></cloudpos3_y>
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<cloudpos4_x><use>/local-weather/cloud-shadows/cloudpos-x[3]</use></cloudpos4_x>
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<cloudpos4_y><use>/local-weather/cloud-shadows/cloudpos-y[3]</use></cloudpos4_y>
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<cloudpos5_x><use>/local-weather/cloud-shadows/cloudpos-x[4]</use></cloudpos5_x>
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<cloudpos5_y><use>/local-weather/cloud-shadows/cloudpos-y[4]</use></cloudpos5_y>
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<cloudpos6_x><use>/local-weather/cloud-shadows/cloudpos-x[5]</use></cloudpos6_x>
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<cloudpos6_y><use>/local-weather/cloud-shadows/cloudpos-y[5]</use></cloudpos6_y>
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<cloudpos7_x><use>/local-weather/cloud-shadows/cloudpos-x[6]</use></cloudpos7_x>
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<cloudpos7_y><use>/local-weather/cloud-shadows/cloudpos-y[6]</use></cloudpos7_y>
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<cloudpos8_x><use>/local-weather/cloud-shadows/cloudpos-x[7]</use></cloudpos8_x>
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<cloudpos8_y><use>/local-weather/cloud-shadows/cloudpos-y[7]</use></cloudpos8_y>
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<cloudpos9_x><use>/local-weather/cloud-shadows/cloudpos-x[8]</use></cloudpos9_x>
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<cloudpos9_y><use>/local-weather/cloud-shadows/cloudpos-y[8]</use></cloudpos9_y>
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<cloudpos10_x><use>/local-weather/cloud-shadows/cloudpos-x[9]</use></cloudpos10_x>
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<cloudpos10_y><use>/local-weather/cloud-shadows/cloudpos-y[9]</use></cloudpos10_y>
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<cloudpos11_x><use>/local-weather/cloud-shadows/cloudpos-x[10]</use></cloudpos11_x>
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<cloudpos11_y><use>/local-weather/cloud-shadows/cloudpos-y[10]</use></cloudpos11_y>
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<cloudpos12_x><use>/local-weather/cloud-shadows/cloudpos-x[11]</use></cloudpos12_x>
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<cloudpos12_y><use>/local-weather/cloud-shadows/cloudpos-y[11]</use></cloudpos12_y>
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<cloudpos13_x><use>/local-weather/cloud-shadows/cloudpos-x[12]</use></cloudpos13_x>
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<cloudpos13_y><use>/local-weather/cloud-shadows/cloudpos-y[12]</use></cloudpos13_y>
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<cloudpos14_x><use>/local-weather/cloud-shadows/cloudpos-x[13]</use></cloudpos14_x>
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<cloudpos14_y><use>/local-weather/cloud-shadows/cloudpos-y[13]</use></cloudpos14_y>
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<cloudpos15_x><use>/local-weather/cloud-shadows/cloudpos-x[14]</use></cloudpos15_x>
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<cloudpos15_y><use>/local-weather/cloud-shadows/cloudpos-y[14]</use></cloudpos15_y>
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<cloudpos16_x><use>/local-weather/cloud-shadows/cloudpos-x[15]</use></cloudpos16_x>
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<cloudpos16_y><use>/local-weather/cloud-shadows/cloudpos-y[15]</use></cloudpos16_y>
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<cloudpos17_x><use>/local-weather/cloud-shadows/cloudpos-x[16]</use></cloudpos17_x>
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<cloudpos17_y><use>/local-weather/cloud-shadows/cloudpos-y[16]</use></cloudpos17_y>
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<cloudpos18_x><use>/local-weather/cloud-shadows/cloudpos-x[17]</use></cloudpos18_x>
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<cloudpos18_y><use>/local-weather/cloud-shadows/cloudpos-y[17]</use></cloudpos18_y>
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<cloudpos19_x><use>/local-weather/cloud-shadows/cloudpos-x[18]</use></cloudpos19_x>
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<cloudpos19_y><use>/local-weather/cloud-shadows/cloudpos-y[18]</use></cloudpos19_y>
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<cloudpos20_x><use>/local-weather/cloud-shadows/cloudpos-x[19]</use></cloudpos20_x>
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<cloudpos20_y><use>/local-weather/cloud-shadows/cloudpos-y[19]</use></cloudpos20_y>
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<cloudpos_n_x><use>/local-weather/cloud-shadows/nearest-cloudpos-x</use></cloudpos_n_x>
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<cloudpos_n_y><use>/local-weather/cloud-shadows/nearest-cloudpos-y</use></cloudpos_n_y>
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<cloud_shadow_flag><use>/local-weather/cloud-shadows/cloud-shadow-flag</use></cloud_shadow_flag>
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<!-- BEGIN shadows include -->
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<shadows_enabled><use>/sim/rendering/als/shadows/enabled</use></shadows_enabled>
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<sun_atlas_size><use>/sim/rendering/als/shadows/sun-atlas-size</use></sun_atlas_size>
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<!-- END shadows include -->
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</parameters>
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<!-- put techniques at a "high" index to allow derived effects to
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insert their own techniques first. -->
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<technique n="5">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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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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<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>ambient-and-diffuse</color-mode>
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</material>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<image><use>texture[0]/image</use></image>
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<filter>nearest</filter>
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<mag-filter>nearest</mag-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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<internal-format><use>texture[0]/internal-format</use></internal-format>
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<mipmap-control>
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<r>max</r>
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<g>max</g>
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<b>max</b>
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</mipmap-control>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<image><use>texture[1]/image</use></image>
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<filter>nearest-mipmap-nearest</filter>
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<mag-filter>nearest-mipmap-nearest</mag-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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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<image><use>texture[2]/image</use></image>
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<filter><use>texture[2]/filter</use></filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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<internal-format><use>texture[2]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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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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<internal-format><use>texture[3]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<image><use>texture[4]/image</use></image>
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<filter><use>texture[4]/filter</use></filter>
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<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
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<internal-format><use>texture[4]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<image><use>texture[6]/image</use></image>
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<filter><use>texture[6]/filter</use></filter>
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<wrap-s><use>texture[6]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[6]/wrap-t</use></wrap-t>
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<internal-format><use>texture[6]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/ws30-ALS.vert</vertex-shader>
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<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
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<fragment-shader>Shaders/ws30-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.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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</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>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>air_pollution</name>
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<type>float</type>
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<value><use>air_pollution</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>landclass</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>atlas</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">1</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>dimensionsArray</name>
|
|
<type>sampler-1d</type>
|
|
<value type="int">2</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>diffuseArray</name>
|
|
<type>sampler-1d</type>
|
|
<value type="int">3</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>specularArray</name>
|
|
<type>sampler-1d</type>
|
|
<value type="int">4</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>perlin</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">6</value>
|
|
</uniform>
|
|
|
|
<uniform>
|
|
<name>colorMode</name>
|
|
<type>int</type>
|
|
<value>2</value>
|
|
<!-- AMBIENT_AND_DIFFUSE -->
|
|
</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 -->
|
|
<depth>
|
|
<function>lequal</function>
|
|
<!-- <write-mask type="bool">false</write-mask> -->
|
|
</depth>
|
|
</pass>
|
|
</technique>
|
|
|
|
<!-- Non-ALS technique with texture rotation -->
|
|
<technique n="11">
|
|
<predicate>
|
|
<and>
|
|
<property>/sim/rendering/shaders/quality-level</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>
|
|
<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[0]/image</use></image>
|
|
<filter>nearest</filter>
|
|
<mag-filter>nearest</mag-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>
|
|
<mipmap-control>
|
|
<r>max</r>
|
|
<g>max</g>
|
|
<b>max</b>
|
|
</mipmap-control>
|
|
</texture-unit>
|
|
|
|
<texture-unit>
|
|
<unit>1</unit>
|
|
<image><use>texture[1]/image</use></image>
|
|
<filter>nearest-mipmap-nearest</filter>
|
|
<mag-filter>nearest-mipmap-nearest</mag-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>2</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>3</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>4</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>6</unit>
|
|
<image><use>texture[6]/image</use></image>
|
|
<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>
|
|
|
|
<program>
|
|
<vertex-shader>Shaders/ws30.vert</vertex-shader>
|
|
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
|
<fragment-shader n="1">Shaders/ws30-q1.frag</fragment-shader>
|
|
</program>
|
|
|
|
<uniform>
|
|
<name>landclass</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>atlas</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">1</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>dimensionsArray</name>
|
|
<type>sampler-1d</type>
|
|
<value type="int">2</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>diffuseArray</name>
|
|
<type>sampler-1d</type>
|
|
<value type="int">3</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>specularArray</name>
|
|
<type>sampler-1d</type>
|
|
<value type="int">4</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>perlin</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">6</value>
|
|
</uniform>
|
|
</pass>
|
|
</technique>
|
|
|
|
<!-- Minimal technique -->
|
|
<technique n="12">
|
|
<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[0]/image</use></image>
|
|
<filter>nearest</filter>
|
|
<mag-filter>nearest</mag-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>
|
|
<mipmap-control>
|
|
<r>max</r>
|
|
<g>max</g>
|
|
<b>max</b>
|
|
</mipmap-control>
|
|
</texture-unit>
|
|
|
|
<texture-unit>
|
|
<unit>1</unit>
|
|
<image><use>texture[1]/image</use></image>
|
|
<filter>nearest-mipmap-nearest</filter>
|
|
<mag-filter>nearest-mipmap-nearest</mag-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>2</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>3</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>4</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>
|
|
|
|
<program>
|
|
<vertex-shader>Shaders/ws30.vert</vertex-shader>
|
|
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
|
<fragment-shader n="1">Shaders/ws30.frag</fragment-shader>
|
|
</program>
|
|
|
|
<uniform>
|
|
<name>landclass</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>atlas</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">1</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>dimensionsArray</name>
|
|
<type>sampler-1d</type>
|
|
<value type="int">2</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>diffuseArray</name>
|
|
<type>sampler-1d</type>
|
|
<value type="int">3</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>specularArray</name>
|
|
<type>sampler-1d</type>
|
|
<value type="int">4</value>
|
|
</uniform>
|
|
</pass>
|
|
</technique>
|
|
|
|
</PropertyList>
|