463 lines
12 KiB
XML
463 lines
12 KiB
XML
<?xml version='1.0' encoding='UTF-8'?>
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<PropertyList>
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<name>Effects/skydome</name>
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<parameters>
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<mie>
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<use>/sim/rendering/mie</use>
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</mie>
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<rayleigh>
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<use>/sim/rendering/rayleigh</use>
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</rayleigh>
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<density>
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<use>/sim/rendering/dome-density</use>
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</density>
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<overcast>
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<use>/rendering/scene/overcast</use>
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</overcast>
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<saturation>
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<use>/rendering/scene/saturation</use>
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</saturation>
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<scattering>
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<use>/rendering/scene/scattering</use>
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</scattering>
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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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<ice_hex_col>
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<use>/environment/scattering-phenomena/ice-hexagonal-column-factor</use>
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</ice_hex_col>
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<ice_hex_sheet>
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<use>/environment/scattering-phenomena/ice-hexagonal-sheet-factor</use>
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</ice_hex_sheet>
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<parhelic>
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<use>/environment/scattering-phenomena/parhelic-factor</use>
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</parhelic>
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<ring>
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<use>/environment/scattering-phenomena/ring-factor</use>
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</ring>
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<aurora_strength>
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<use>/environment/aurora/strength</use>
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</aurora_strength>
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<aurora_vsize>
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<use>/environment/aurora/vsize</use>
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</aurora_vsize>
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<aurora_hsize>
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<use>/environment/aurora/hsize</use>
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</aurora_hsize>
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<aurora_ray_factor>
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<use>/environment/aurora/ray-factor</use>
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</aurora_ray_factor>
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<aurora_penetration_factor>
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<use>/environment/aurora/penetration-factor</use>
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</aurora_penetration_factor>
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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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<terminator>
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<use>/environment/terminator-relative-position-m</use>
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</terminator>
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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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<cloud_self_shading>
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<use>/environment/cloud-self-shading</use>
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</cloud_self_shading>
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<horizon_roughness>
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<use>/local-weather/config/small-scale-persistence</use>
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</horizon_roughness>
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<display_xsize>
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<use>/sim/startup/xsize</use>
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</display_xsize>
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<display_ysize>
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<use>/sim/startup/ysize</use>
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</display_ysize>
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<view_pitch_offset>
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<use>/sim/current-view/pitch-offset-deg</use>
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</view_pitch_offset>
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<view_heading_offset>
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<use>/sim/current-view/heading-offset-deg</use>
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</view_heading_offset>
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<view_fov>
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<use>/sim/current-view/field-of-view</use>
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</view_fov>
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<use_searchlight>
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<use>/sim/rendering/als-secondary-lights/use-searchlight</use>
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</use_searchlight>
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<use_landing_light>
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<use>/sim/rendering/als-secondary-lights/use-landing-light</use>
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</use_landing_light>
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<use_alt_landing_light>
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<use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use>
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</use_alt_landing_light>
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<landing_light1_offset>
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<use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use>
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</landing_light1_offset>
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<landing_light2_offset>
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<use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use>
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</landing_light2_offset>
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<landing_light3_offset>
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<use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use>
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</landing_light3_offset>
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<use_filtering>
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<use>/sim/rendering/als-filters/use-filtering</use>
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</use_filtering>
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<gamma>
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<use>/sim/rendering/als-filters/gamma</use>
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</gamma>
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<brightness>
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<use>/sim/rendering/als-filters/brightness</use>
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</brightness>
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<use_night_vision>
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<use>/sim/rendering/als-filters/use-night-vision</use>
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</use_night_vision>
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<use_IR_vision>
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<use>/sim/rendering/als-filters/use-IR-vision</use>
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</use_IR_vision>
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<fact_grey>
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<use>/sim/rendering/als-filters/grey-factor</use>
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</fact_grey>
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<fact_black>
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<use>/sim/rendering/als-filters/black-factor</use>
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</fact_black>
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<delta_T>-50.0</delta_T>
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<air_pollution>
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<use>/environment/air-pollution-norm</use>
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</air_pollution>
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</parameters>
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<!-- fall back without shaders -->
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<technique n="9">
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<pass>
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<lighting>false</lighting>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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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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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<program>
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<vertex-shader>Shaders/ALS/skydome.vert</vertex-shader>
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<fragment-shader>Shaders/ALS/skydome.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/secondary_lights.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>mK</name>
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<type>float</type>
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<value>
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<use>mie</use>
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</value>
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</uniform>
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<uniform>
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<name>rK</name>
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<type>float</type>
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<value>
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<use>rayleigh</use>
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</value>
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</uniform>
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<uniform>
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<name>density</name>
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<type>float</type>
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<value>
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<use>density</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>saturation</name>
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<type>float</type>
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<value>
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<use>saturation</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>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</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>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>avisibility</name>
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<type>float</type>
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<value>
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<use>avisibility</use>
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</value>
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</uniform>
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<uniform>
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<name>terrain_alt</name>
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<type>float</type>
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<value>
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<use>terrain_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>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>ice_hex_col</name>
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<type>float</type>
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<value>
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<use>ice_hex_col</use>
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</value>
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</uniform>
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<uniform>
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<name>parhelic</name>
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<type>float</type>
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<value>
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<use>parhelic</use>
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</value>
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</uniform>
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<uniform>
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<name>ring</name>
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<type>float</type>
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<value>
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<use>ring</use>
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</value>
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</uniform>
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<uniform>
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<name>ice_hex_sheet</name>
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<type>float</type>
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<value>
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<use>ice_hex_sheet</use>
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</value>
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</uniform>
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<uniform>
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<name>aurora_strength</name>
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<type>float</type>
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<value>
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<use>aurora_strength</use>
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</value>
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</uniform>
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<uniform>
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<name>aurora_vsize</name>
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<type>float</type>
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<value>
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<use>aurora_vsize</use>
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</value>
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</uniform>
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<uniform>
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<name>aurora_hsize</name>
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<type>float</type>
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<value>
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<use>aurora_hsize</use>
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</value>
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</uniform>
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<uniform>
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<name>aurora_ray_factor</name>
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<type>float</type>
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<value>
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<use>aurora_ray_factor</use>
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</value>
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</uniform>
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<uniform>
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<name>aurora_penetration_factor</name>
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<type>float</type>
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<value>
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<use>aurora_penetration_factor</use>
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</value>
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</uniform>
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<uniform>
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<name>horizon_roughness</name>
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<type>float</type>
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<value>
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<use>horizon_roughness</use>
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</value>
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</uniform>
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<uniform>
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<name>gamma</name>
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<type>float</type>
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<value>
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<use>gamma</use>
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</value>
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</uniform>
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<uniform>
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<name>brightness</name>
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<type>float</type>
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<value>
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<use>brightness</use>
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</value>
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</uniform>
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<uniform>
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<name>delta_T</name>
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<type>float</type>
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<value>
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<use>delta_T</use>
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</value>
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</uniform>
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<uniform>
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<name>fact_grey</name>
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<type>float</type>
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<value>
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<use>fact_grey</use>
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</value>
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</uniform>
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<uniform>
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<name>fact_black</name>
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<type>float</type>
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<value>
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<use>fact_black</use>
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</value>
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</uniform>
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<uniform>
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<name>use_filtering</name>
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<type>bool</type>
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<value>
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<use>use_filtering</use>
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</value>
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</uniform>
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<uniform>
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<name>use_night_vision</name>
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<type>bool</type>
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<value>
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<use>use_night_vision</use>
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</value>
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</uniform>
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<uniform>
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<name>use_IR_vision</name>
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<type>bool</type>
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<value>
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<use>use_IR_vision</use>
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</value>
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</uniform>
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<uniform>
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<name>view_pitch_offset</name>
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<type>float</type>
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<value>
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<use>view_pitch_offset</use>
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</value>
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</uniform>
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<uniform>
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<name>view_heading_offset</name>
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<type>float</type>
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<value>
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<use>view_heading_offset</use>
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</value>
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</uniform>
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<uniform>
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<name>field_of_view</name>
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<type>float</type>
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<value>
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<use>view_fov</use>
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</value>
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</uniform>
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<uniform>
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<name>landing_light1_offset</name>
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<type>float</type>
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<value>
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<use>landing_light1_offset</use>
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</value>
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</uniform>
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<uniform>
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<name>landing_light2_offset</name>
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<type>float</type>
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<value>
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<use>landing_light2_offset</use>
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</value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value>
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<use>landing_light3_offset</use>
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</value>
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</uniform>
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<uniform>
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<name>use_searchlight</name>
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<type>int</type>
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<value>
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<use>use_searchlight</use>
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</value>
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</uniform>
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<uniform>
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<name>use_landing_light</name>
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<type>int</type>
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<value>
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<use>use_landing_light</use>
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</value>
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</uniform>
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<uniform>
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<name>use_alt_landing_light</name>
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<type>int</type>
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<value>
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<use>use_alt_landing_light</use>
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</value>
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</uniform>
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<uniform>
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<name>display_xsize</name>
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<type>int</type>
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<value>
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<use>display_xsize</use>
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</value>
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</uniform>
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<uniform>
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<name>display_ysize</name>
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<type>int</type>
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<value>
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<use>display_ysize</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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