22352ec485
Tweak building lightmap to work with ubershader. Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
111 lines
No EOL
3.4 KiB
XML
111 lines
No EOL
3.4 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/building
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</name>
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<inherits-from>Effects/model-combined-deferred</inherits-from>
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<parameters>
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<!-- Normal Map -->
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<normalmap-enabled type="int"> 0 </normalmap-enabled>
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<normalmap-dds type="int"> 0 </normalmap-dds>
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<normalmap-tiling type="float"> 1.0 </normalmap-tiling>
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<!-- Light Map -->
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<texture n="3">
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<image>Textures/buildings-lightmap.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<lightmap-enabled type="int"> 1 </lightmap-enabled>
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<lightmap-multi type="int"> 0 </lightmap-multi>
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<lightmap-factor type="float" n="0">
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<use>/sim/time/sun-angle-rad</use>
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</lightmap-factor>
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<lightmap-color type="vec3d" n="0"> 0.3 0.3 0.3 </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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<!-- Reflection -->
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<reflection-enabled type="int"> 1 </reflection-enabled>
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<reflect-map-enabled type="int"> 1 </reflect-map-enabled>
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<reflection-correction type="float"> 0.10 </reflection-correction>
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<reflection-dynamic type="int"> 0 </reflection-dynamic>
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<reflection-fresnel type="float"> 0.0 </reflection-fresnel>
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<reflection-rainbow type="float"> 0.0 </reflection-rainbow>
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<reflection-noise type="float"> 0.0 </reflection-noise>
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<!--Ambient correction -->
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<ambient-correction type="float"> 0.0 </ambient-correction>
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<dirt-enabled type="int"> 0 </dirt-enabled>
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<dirt-color type="vec3d"> 0.0 0.0 0.0 </dirt-color>
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<dirt-factor type="float"> 0.0 </dirt-factor>
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<material>
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<active>true</active>
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<color-mode-uniform>1</color-mode-uniform>
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<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
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<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
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<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
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<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
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<shininess>0.0</shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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<color-mode-uniform>ambient-and-diffuse</color-mode-uniform>
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<!-- DIFFUSE -->
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</material>
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<material-id>0</material-id>
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<blend>
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<active>0</active>
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<source>0</source>
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<destination>0</destination>
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</blend>
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<shade-model>flat</shade-model>
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<cull-face>back</cull-face>
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<rendering-hint>opaque</rendering-hint>
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</parameters>
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<technique n="8">
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<pass>
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<texture-unit n="4">
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<unit>4</unit>
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<image>
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<use>texture[3]/image</use>
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</image>
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<filter>
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<use>texture[3]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[3]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[3]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[3]/internal-format</use>
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</internal-format>
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</texture-unit>
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</pass>
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</technique>
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<technique n="9">
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<pass>
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<texture-unit n="4">
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<unit>4</unit>
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<image>
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<use>texture[3]/image</use>
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</image>
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<filter>
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<use>texture[3]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[3]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[3]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[3]/internal-format</use>
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</internal-format>
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</texture-unit>
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</pass>
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</technique>
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</PropertyList> |