368 lines
13 KiB
XML
368 lines
13 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/cloud-noctilucent</name>
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<parameters>
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<texture n ="0">
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</texture>
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
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<altitude><use>/sim/rendering/eye-altitude-m</use></altitude>
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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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<!-- exposure.glsl -->
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<exposure-compensation>
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<use>/sim/rendering/hdr/exposure-compensation</use>
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</exposure-compensation>
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<!-- atmos.glsl -->
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<aerosol-absorption-cross-section type="vec4d">
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<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[0]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[1]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[2]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[3]</use>
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</aerosol-absorption-cross-section>
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<aerosol-scattering-cross-section type="vec4d">
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<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[0]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[1]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[2]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[3]</use>
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</aerosol-scattering-cross-section>
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<aerosol-base-density>
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<use>/sim/rendering/hdr/atmos/aerosol-base-density</use>
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</aerosol-base-density>
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<aerosol-relative-background-density>
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<use>/sim/rendering/hdr/atmos/aerosol-relative-background-density</use>
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</aerosol-relative-background-density>
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<aerosol-scale-height>
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<use>/sim/rendering/hdr/atmos/aerosol-scale-height</use>
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</aerosol-scale-height>
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<aerosol-turbidity>
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<use>/sim/rendering/hdr/atmos/aerosol-turbidity</use>
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</aerosol-turbidity>
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<fog-density>
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<use>/sim/rendering/hdr/atmos/fog-density</use>
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</fog-density>
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<fog-scale-height>
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<use>/sim/rendering/hdr/atmos/fog-scale-height</use>
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</fog-scale-height>
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<fog-height-offset>
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<use>/sim/rendering/hdr/atmos/fog-height-offset</use>
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</fog-height-offset>
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<ozone-mean-dobson>
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<use>/sim/rendering/hdr/atmos/ozone-mean-dobson</use>
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</ozone-mean-dobson>
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<ground-albedo type="vec4d">
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<use>/sim/rendering/hdr/atmos/ground-albedo[0]</use>
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<use>/sim/rendering/hdr/atmos/ground-albedo[1]</use>
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<use>/sim/rendering/hdr/atmos/ground-albedo[2]</use>
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<use>/sim/rendering/hdr/atmos/ground-albedo[3]</use>
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</ground-albedo>
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</parameters>
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<property>/sim/rendering/clouds3d-enable</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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</less-equal>
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</and>
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</predicate>
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<pass n="0">
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<!-- This is apparently not used, so maybe we'll blow it way soon. -->
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<lighting>true</lighting>
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<material>
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<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
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<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
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<color-mode>off</color-mode>
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</material>
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<alpha-test>
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<comparison>greater</comparison>
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<reference type="float">0.01</reference>
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</alpha-test>
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<shade-model>smooth</shade-model>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<render-bin>
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<bin-number>9</bin-number>
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<bin-name>DepthSortedBin</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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<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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<!--<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>-->
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</texture-unit>
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<program>
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<vertex-shader>Shaders/cloud-noctilucent-ALS.vert</vertex-shader>
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<vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/cloud-static-ALS.frag</fragment-shader>
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</program>
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<uniform>
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<name>baseTexture</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>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>altitude</name>
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<type>float</type>
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<value><use>altitude</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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<vertex-program-two-side>true</vertex-program-two-side>
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</pass>
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</technique>
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/clouds3d-enable</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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</less-equal>
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</and>
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</predicate>
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<pass n="0">
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<!-- This is apparently not used, so maybe we'll blow it way soon. -->
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<lighting>true</lighting>
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<material>
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<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
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<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
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<color-mode>off</color-mode>
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</material>
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<alpha-test>
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<comparison>greater</comparison>
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<reference type="float">0.01</reference>
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</alpha-test>
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<shade-model>smooth</shade-model>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<render-bin>
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<bin-number>9</bin-number>
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<bin-name>DepthSortedBin</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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<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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<!--<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>-->
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</texture-unit>
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<program>
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<vertex-shader>Shaders/cloud-static.vert</vertex-shader>
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<fragment-shader>Shaders/cloud-static.frag</fragment-shader>
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</program>
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<uniform>
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<name>baseTexture</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>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>altitude</name>
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<type>float</type>
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<value><use>altitude</use></value>
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</uniform>
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<vertex-program-two-side>true</vertex-program-two-side>
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</pass>
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</technique>
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<technique n="109">
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<scheme>hdr-geometry</scheme>
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</technique>
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<technique n="129">
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<scheme>hdr-forward</scheme>
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<pass>
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<depth>
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<enabled>true</enabled>
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<function>less</function>
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<write-mask>false</write-mask>
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</depth>
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<texture-unit>
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<unit>0</unit>
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<type>2d</type>
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<image><use>texture[0]/image</use></image>
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<wrap-s>clamp-to-border</wrap-s>
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<wrap-t>clamp-to-border</wrap-t>
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</texture-unit>
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<blend>1</blend>
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<rendering-hint>transparent</rendering-hint>
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<program>
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<vertex-shader>Shaders/HDR/cloud_static.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/cloud_static_common.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/logarithmic_depth.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/sun.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/aerial_perspective.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/atmos_spectral.glsl</vertex-shader>
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<fragment-shader>Shaders/HDR/3dcloud.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/3dcloud_common.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/logarithmic_depth.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
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</program>
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<uniform>
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<name>base_tex</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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<!-- aerial_perspective.glsl -->
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<uniform>
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<name>aerial_perspective_tex</name>
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<type>sampler-2d</type>
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<value type="int">11</value>
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</uniform>
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<!-- sun.glsl -->
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<uniform>
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<name>transmittance_tex</name>
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<type>sampler-2d</type>
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<value type="int">12</value>
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</uniform>
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<!-- exposure.glsl -->
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<uniform>
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<name>lum_tex</name>
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<type>sampler-2d</type>
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<value type="int">14</value>
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</uniform>
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<uniform>
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<name>exposure_compensation</name>
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<type>float</type>
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<value><use>exposure-compensation</use></value>
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</uniform>
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</pass>
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</technique>
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<technique n="139">
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<scheme>hdr-envmap</scheme>
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<pass>
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<depth>
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<enabled>true</enabled>
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<function>less</function>
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<write-mask>false</write-mask>
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</depth>
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<texture-unit>
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<unit>0</unit>
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<type>2d</type>
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<image><use>texture[0]/image</use></image>
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<wrap-s>clamp-to-border</wrap-s>
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<wrap-t>clamp-to-border</wrap-t>
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</texture-unit>
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<blend>1</blend>
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<rendering-hint>transparent</rendering-hint>
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<program>
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<vertex-shader>Shaders/HDR/cloud_static_envmap.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/cloud_static_common.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/math.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/sun.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/aerial_perspective_envmap.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/atmos.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/atmos_spectral.glsl</vertex-shader>
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<fragment-shader>Shaders/HDR/3dcloud_envmap.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/3dcloud_common.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/aerial_perspective_envmap.glsl</fragment-shader>
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</program>
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<uniform>
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<name>base_tex</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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<!-- sun.glsl -->
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<!-- aerial_perspective_envmap.glsl -->
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<uniform>
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<name>transmittance_tex</name>
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<type>sampler-2d</type>
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<value type="int">12</value>
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</uniform>
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<!-- atmos.glsl -->
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<uniform>
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<name>aerosol_absorption_cross_section</name>
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<type>float-vec4</type>
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<value><use>aerosol-absorption-cross-section</use></value>
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</uniform>
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<uniform>
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<name>aerosol_scattering_cross_section</name>
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<type>float-vec4</type>
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<value><use>aerosol-scattering-cross-section</use></value>
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</uniform>
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<uniform>
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<name>aerosol_base_density</name>
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<type>float</type>
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<value><use>aerosol-base-density</use></value>
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</uniform>
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<uniform>
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<name>aerosol_relative_background_density</name>
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<type>float</type>
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<value><use>aerosol-relative-background-density</use></value>
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</uniform>
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<uniform>
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<name>aerosol_scale_height</name>
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<type>float</type>
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<value><use>aerosol-scale-height</use></value>
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</uniform>
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<uniform>
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<name>aerosol_turbidity</name>
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<type>float</type>
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<value><use>aerosol-turbidity</use></value>
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</uniform>
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<uniform>
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<name>fog_density</name>
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<type>float</type>
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<value><use>fog-density</use></value>
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</uniform>
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<uniform>
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<name>fog_scale_height</name>
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<type>float</type>
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<value><use>fog-scale-height</use></value>
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</uniform>
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<uniform>
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<name>fog_height_offset</name>
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<type>float</type>
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<value><use>fog-height-offset</use></value>
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</uniform>
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<uniform>
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<name>ozone_mean_dobson</name>
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<type>float</type>
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<value><use>ozone-mean-dobson</use></value>
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</uniform>
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<uniform>
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<name>ground_albedo</name>
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<type>float-vec4</type>
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<value><use>ground-albedo</use></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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