b650a0eb51
This should help those checking out models in fgviewer To enable effects in fgviewer run it with: fgviewer --prop /sim/rendering/shaders/quality-level -1 Also fix random buildings not showing up when model shader was set to 0 and generic was enabled. Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
114 lines
3.9 KiB
XML
114 lines
3.9 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/crop</name>
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<inherits-from>Effects/terrain-default</inherits-from>
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<parameters>
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<texture n="2">
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<image>Textures/Terrain/crop.png</image>
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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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<texture n="3">
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<image>Textures/Terrain/crop-colors.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>mirror</wrap-s>
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<internal-format>normalized</internal-format>
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</texture>
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<snow-level><use>/environment/snow-level-m</use></snow-level>
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</parameters>
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/quality-level</property>
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<property>/sim/rendering/shaders/crop</property>
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<equal>
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<value type="float">0.0</value>
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<float-property>/sim/rendering/rembrandt/enabled</float-property>
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</equal>
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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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<!-- Use material values that are either inherited from the
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terrain-default effect or supplied by an effect derived
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from this one e.g., one created in the materials library. -->
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<material>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></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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<type>noise</type>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<image><use>texture[2]/image</use></image>
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<filter><use>texture[2]/filter</use></filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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<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>2</unit>
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<type>1d</type>
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<image><use>texture[3]/image</use></image>
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<filter><use>texture[3]/filter</use></filter>
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<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
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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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<program>
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<vertex-shader n="1">Shaders/crop.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/crop.frag</fragment-shader>
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</program>
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<uniform>
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<name>NoiseTex</name>
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<type>sampler-3d</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>SampleTex</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>ColorsTex</name>
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<type>sampler-1d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>snowlevel</name>
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<type>float</type>
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<value><use>snow-level</use></value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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