694 lines
18 KiB
XML
694 lines
18 KiB
XML
<?xml version='1.0' encoding='UTF-8'?>
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<PropertyList>
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<name>Effects/glass</name>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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<texture n="1">
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<image>Aircraft/Generic/Effects/window_frost.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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<!-- placeholder for the function texture used for fogging, wiper area,...-->
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<texture n="2">
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<type>white</type>
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</texture>
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<!-- texture for reflections in the glass -->
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<texture n="3">
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<type>cubemap</type>
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
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</images>
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</texture>
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<!-- placeholder lightmap texture for reflections in the glass -->
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<texture n="4">
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<type>cubemap</type>
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
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</images>
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</texture>
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<glass-tint type="vec4d" n="0"> 1.0 1.0 1.0 1.0</glass-tint>
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<overlay-color type="vec3d" n="0"> 1.0 1.0 1.0</overlay-color>
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<splash-x>
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<use>/environment/aircraft-effects/splash-vector-x</use>
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</splash-x>
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<splash-y>
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<use>/environment/aircraft-effects/splash-vector-y</use>
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</splash-y>
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<splash-z>
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<use>/environment/aircraft-effects/splash-vector-z</use>
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</splash-z>
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<rnorm>
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<use>/environment/rain-norm</use>
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</rnorm>
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<gsnorm>
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<use>/environment/aircraft-effects/ground-splash-norm</use>
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</gsnorm>
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<frost-level>
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<use>/environment/aircraft-effects/frost-level</use>
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</frost-level>
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<surface-mapping-scheme type="int">0</surface-mapping-scheme>
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<fog-level>
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<use>/environment/aircraft-effects/fog-level</use>
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</fog-level>
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<use-wipers>
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<use>/environment/aircraft-effects/use-wipers</use>
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</use-wipers>
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<use-overlay>
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<use>/environment/aircraft-effects/use-overlay</use>
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</use-overlay>
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<overlay-alpha>
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<use>/environment/aircraft-effects/overlay-alpha</use>
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</overlay-alpha>
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<overlay-glare type="float">0.5</overlay-glare>
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<use-reflection type="int">0</use-reflection>
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<reflection-strength type="float">1.0</reflection-strength>
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<use-mask type="int">0</use-mask>
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<use-reflection-lightmap type="int">0</use-reflection-lightmap>
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<lightmap-multi type="int">0</lightmap-multi>
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<lightmap-factor type="float" n="0">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="1">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="2">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="3">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
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</parameters>
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<!-- fall back to a fixed pipeline technique equivalent to model-transparent otherwise -->
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<!-- Rembrandt technique of model-default comes at 10, so we insert before that -->
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<technique n="9">
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<pass>
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<lighting>true</lighting>
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<depth>
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<write-mask type="bool">false</write-mask>
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</depth>
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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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<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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<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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<environment>
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<mode>modulate</mode>
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</environment>
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</texture-unit>
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</pass>
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</technique>
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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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<depth>
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<write-mask type="bool">false</write-mask>
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</depth>
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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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<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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<texture-unit>
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<unit>1</unit>
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<type>
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<use>texture[1]/type</use>
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</type>
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<image>
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<use>texture[1]/image</use>
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</image>
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<filter>
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<use>texture[1]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[1]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[1]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[1]/internal-format</use>
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</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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<type>
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<use>texture[2]/type</use>
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</type>
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<image>
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<use>texture[2]/image</use>
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</image>
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<filter>
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<use>texture[2]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[2]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[2]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[2]/internal-format</use>
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</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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<type>
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<use>texture[3]/type</use>
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</type>
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<images>
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<use>texture[3]/images</use>
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</images>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<type>
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<use>texture[4]/type</use>
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</type>
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<images>
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<use>texture[4]/images</use>
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</images>
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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/ALS/glass.vert</vertex-shader>
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<fragment-shader>Shaders/ALS/glass.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
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</program>
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<uniform>
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<name>tint</name>
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<type>float-vec4</type>
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<value>
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<use>glass-tint</use>
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</value>
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</uniform>
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<uniform>
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<name>overlay_color</name>
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<type>float-vec3</type>
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<value>
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<use>overlay-color</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_r_factor</name>
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<type>float</type>
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<value>
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<use>lightmap-factor[0]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_r_color</name>
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<type>float-vec3</type>
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<value>
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<use>lightmap-color[0]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_g_factor</name>
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<type>float</type>
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<value>
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<use>lightmap-factor[1]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_g_color</name>
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<type>float-vec3</type>
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<value>
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<use>lightmap-color[1]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_b_factor</name>
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<type>float</type>
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<value>
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<use>lightmap-factor[2]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_b_color</name>
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<type>float-vec3</type>
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<value>
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<use>lightmap-color[2]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_a_factor</name>
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<type>float</type>
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<value>
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<use>lightmap-factor[3]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_a_color</name>
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<type>float-vec3</type>
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<value>
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<use>lightmap-color[3]</use>
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</value>
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</uniform>
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<uniform>
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<name>splash_x</name>
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<type>float</type>
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<value>
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<use>splash-x</use>
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</value>
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</uniform>
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<uniform>
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<name>splash_y</name>
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<type>float</type>
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<value>
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<use>splash-y</use>
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</value>
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</uniform>
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<uniform>
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<name>splash_z</name>
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<type>float</type>
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<value>
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<use>splash-z</use>
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</value>
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</uniform>
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<uniform>
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<name>rain_norm</name>
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<type>float</type>
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<value>
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<use>rnorm</use>
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</value>
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</uniform>
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<uniform>
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<name>ground_splash_norm</name>
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<type>float</type>
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<value>
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<use>gsnorm</use>
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</value>
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</uniform>
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<uniform>
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<name>frost_level</name>
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<type>float</type>
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<value>
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<use>frost-level</use>
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</value>
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</uniform>
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<uniform>
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<name>fog_level</name>
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<type>float</type>
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<value>
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<use>fog-level</use>
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</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>
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<use>scattering</use>
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</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>
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<use>terminator</use>
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</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>
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<use>ground_scattering</use>
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</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>
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<use>terminator</use>
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</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>
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<use>overcast</use>
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</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>
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<use>lthickness</use>
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</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>
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<use>eye_alt</use>
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</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>
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<use>cloud_self_shading</use>
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</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>
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<use>moonlight</use>
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</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>
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<use>air_pollution</use>
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</value>
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</uniform>
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<uniform>
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|
<name>reflection_strength</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>reflection-strength</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overlay_alpha</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>overlay-alpha</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overlay_glare</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>overlay-glare</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_filtering</name>
|
|
<type>bool</type>
|
|
<value>
|
|
<use>use_filtering</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>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>texture</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>frost_texture</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">1</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>func_texture</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">2</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cube_texture</name>
|
|
<type>sampler-cube</type>
|
|
<value type="int">3</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cube_light_texture</name>
|
|
<type>sampler-cube</type>
|
|
<value type="int">4</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_reflection</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>use-reflection</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_mask</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>use-mask</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_wipers</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>use-wipers</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_overlay</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>use-overlay</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_reflection_lightmap</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>use-reflection-lightmap</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>lightmap_multi</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>lightmap-multi</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>adaptive_mapping</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>surface-mapping-scheme</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>colorMode</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>material/color-mode-uniform</use>
|
|
</value>
|
|
</uniform>
|
|
</pass>
|
|
</technique>
|
|
</PropertyList>
|