300 lines
8.1 KiB
XML
300 lines
8.1 KiB
XML
<?xml version='1.0' encoding='UTF-8'?>
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<PropertyList>
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<name>Effects/thrust-flame</name>
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<parameters>
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<texture n="0">
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<type>white</type>
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</texture>
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<flame_radius_fraction type="float">0.2</flame_radius_fraction>
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<thrust_collimation type="float">0.1</thrust_collimation>
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<thrust_density type="float">0.5</thrust_density>
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<base_flame_density type="float">1.0</base_flame_density>
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<shock_frequency type="float">0.5</shock_frequency>
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<noise_strength type="float">0.2</noise_strength>
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<noise_scale type="float">0.1</noise_scale>
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<flame_color_low_r type="float">0.95</flame_color_low_r>
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<flame_color_low_g type="float">0.55</flame_color_low_g>
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<flame_color_low_b type="float">0.0</flame_color_low_b>
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<flame_color_high_r type="float">1.0</flame_color_high_r>
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<flame_color_high_g type="float">0.8</flame_color_high_g>
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<flame_color_high_b type="float">0.3</flame_color_high_b>
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<base_flame_r type="float">1.0</base_flame_r>
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<base_flame_g type="float">0.8</base_flame_g>
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<base_flame_b type="float">0.3</base_flame_b>
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<random_seed type="float">0.0</random_seed>
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<deflection_coeff type="float">0.0</deflection_coeff>
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<use_shocks type="int">1</use_shocks>
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<use_noise type="int">1</use_noise>
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<visibility>
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<use>/environment/ground-visibility-m</use>
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</visibility>
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<avisibility>
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<use>/environment/visibility-m</use>
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</avisibility>
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<lthickness>
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<use>/environment/ground-haze-thickness-m</use>
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</lthickness>
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<terrain_alt>
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<use>/environment/mean-terrain-elevation-m</use>
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</terrain_alt>
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<eye_alt>
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<use>/sim/rendering/eye-altitude-m</use>
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</eye_alt>
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</parameters>
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<technique n="19">
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<scheme>als-lighting</scheme>
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<predicate>
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<and>
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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>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<active>
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<use>blend/active</use>
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</active>
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<source>
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<use>blend/source</use>
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</source>
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<destination>
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<use>blend/destination</use>
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</destination>
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</blend>
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<shade-model>
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<use>shade-model</use>
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</shade-model>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
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<render-bin>
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<bin-number>111</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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<!-- The texture unit is always active because the shaders expect
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that. -->
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<unit>0</unit>
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<active>
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<use>texture[0]/active</use>
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</active>
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<type>
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<use>texture[0]/type</use>
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</type>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<vertex-program-two-side>false</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/ALS/thrustflame.vert</vertex-shader>
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<fragment-shader>Shaders/ALS/thrustflame.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
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</program>
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<uniform>
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<name>flame_radius_fraction</name>
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<type>float</type>
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<value>
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<use>flame_radius_fraction</use>
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</value>
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</uniform>
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<uniform>
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<name>thrust_collimation</name>
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<type>float</type>
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<value>
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<use>thrust_collimation</use>
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</value>
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</uniform>
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<uniform>
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<name>thrust_density</name>
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<type>float</type>
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<value>
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<use>thrust_density</use>
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</value>
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</uniform>
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<uniform>
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<name>base_flame_density</name>
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<type>float</type>
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<value>
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<use>base_flame_density</use>
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</value>
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</uniform>
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<uniform>
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<name>shock_frequency</name>
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<type>float</type>
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<value>
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<use>shock_frequency</use>
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</value>
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</uniform>
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<uniform>
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<name>noise_strength</name>
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<type>float</type>
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<value>
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<use>noise_strength</use>
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</value>
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</uniform>
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<uniform>
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<name>noise_scale</name>
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<type>float</type>
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<value>
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<use>noise_scale</use>
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</value>
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</uniform>
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<uniform>
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<name>random_seed</name>
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<type>float</type>
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<value>
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<use>random_seed</use>
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</value>
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</uniform>
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<uniform>
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<name>flame_color_low_r</name>
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<type>float</type>
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<value>
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<use>flame_color_low_r</use>
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</value>
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</uniform>
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<uniform>
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<name>flame_color_low_g</name>
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<type>float</type>
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<value>
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<use>flame_color_low_g</use>
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</value>
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</uniform>
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<uniform>
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<name>flame_color_low_b</name>
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<type>float</type>
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<value>
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<use>flame_color_low_b</use>
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</value>
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</uniform>
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<uniform>
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<name>flame_color_high_r</name>
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<type>float</type>
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<value>
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<use>flame_color_high_r</use>
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</value>
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</uniform>
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<uniform>
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<name>flame_color_high_g</name>
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<type>float</type>
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<value>
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<use>flame_color_high_g</use>
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</value>
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</uniform>
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<uniform>
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<name>flame_color_high_b</name>
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<type>float</type>
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<value>
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<use>flame_color_high_b</use>
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</value>
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</uniform>
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<uniform>
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<name>base_flame_r</name>
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<type>float</type>
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<value>
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<use>base_flame_r</use>
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</value>
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</uniform>
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<uniform>
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<name>base_flame_g</name>
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<type>float</type>
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<value>
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<use>base_flame_g</use>
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</value>
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</uniform>
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<uniform>
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<name>base_flame_b</name>
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<type>float</type>
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<value>
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<use>base_flame_b</use>
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</value>
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</uniform>
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<uniform>
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<name>deflection_coeff</name>
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<type>float</type>
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<value>
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<use>deflection_coeff</use>
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</value>
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</uniform>
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<uniform>
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<name>use_shocks</name>
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<type>int</type>
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<value>
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<use>use_shocks</use>
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</value>
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</uniform>
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<uniform>
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<name>use_noise</name>
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<type>int</type>
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<value>
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<use>use_noise</use>
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</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>colorMode</name>
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<type>int</type>
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<value>
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<use>material/color-mode-uniform</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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