746532f098
Moon textures have been adapted from the following webpage: https://svs.gsfc.nasa.gov/4720 NASA's Scientific Visualization Studio
122 lines
3.9 KiB
XML
122 lines
3.9 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/moon</name>
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<parameters>
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<texture n="1">
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<image>Textures/Sky/moon_color.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<mag-filter>linear-mipmap-linear</mag-filter>
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<wrap-s>clamp-to-edge</wrap-s>
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<wrap-t>clamp-to-edge</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="2">
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<image>Textures/Sky/moon_n.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<mag-filter>linear-mipmap-linear</mag-filter>
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<wrap-s>clamp-to-edge</wrap-s>
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<wrap-t>clamp-to-edge</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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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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</parameters>
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<!-- Fixed-pipeline fallback -->
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<technique n="11">
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<pass>
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<!--
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An empty pass should be fine as we are filling the stateset manually
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in simgear/scene/sky/moon.cxx
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-->
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</pass>
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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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<!-- Disable depth testing -->
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<depth>
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<enabled>false</enabled>
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</depth>
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<!-- Only render the moon on top of the skydome -->
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<stencil>
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<function>equal</function>
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<value>0</value>
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</stencil>
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<!-- Make sure we render after the skydome -->
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<render-bin>
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<bin-number>-5</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<!-- Color map -->
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<texture-unit>
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<unit>1</unit>
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<type><use>texture[1]/type</use></type>
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<image><use>texture[1]/image</use></image>
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<filter><use>texture[1]/filter</use></filter>
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<mag-filter><use>texture[1]/mag-filter</use></mag-filter>
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<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
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</texture-unit>
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<!-- Normal map -->
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<texture-unit>
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<unit>2</unit>
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<type><use>texture[2]/type</use></type>
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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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<mag-filter><use>texture[2]/mag-filter</use></mag-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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</texture-unit>
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<cull-face>back</cull-face>
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<!-- Additive blending to add the sky in-scattering from the skydome -->
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<blend>
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<active>true</active>
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<source>one</source>
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<destination>one</destination>
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</blend>
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<program>
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<vertex-shader>Shaders/HDR/moon.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/moon.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/math.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/normalmap.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/atmos_spectral.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>color_tex</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>normal_tex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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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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</PropertyList>
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