5cfca250b1
and put rembrandt-related properties in /sim/rendering/rembrandt/
855 lines
20 KiB
XML
855 lines
20 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
|
|
<PropertyList>
|
|
<name>Effects/urban</name>
|
|
<inherits-from>Effects/terrain-default</inherits-from>
|
|
<parameters>
|
|
<snow-level>
|
|
<use>/environment/snow-level-m</use>
|
|
</snow-level>
|
|
<depth-factor type="float">0.008</depth-factor>
|
|
<night-color type="vec3d">0.75 0.59 0.05</night-color>
|
|
<quality-level>
|
|
<use>/sim/rendering/shaders/urban</use>
|
|
</quality-level>
|
|
|
|
<!--fog include-->
|
|
<visibility>
|
|
<use>/environment/ground-visibility-m</use>
|
|
</visibility>
|
|
<avisibility>
|
|
<use>/environment/visibility-m</use>
|
|
</avisibility>
|
|
<lthickness>
|
|
<use>/environment/ground-haze-thickness-m</use>
|
|
</lthickness>
|
|
<scattering>
|
|
<use>/rendering/scene/scattering</use>
|
|
</scattering>
|
|
<terminator>
|
|
<use>/environment/terminator-relative-position-m</use>
|
|
</terminator>
|
|
<fogtype>
|
|
<use>/sim/rendering/shaders/skydome</use>
|
|
</fogtype>
|
|
<!-- END fog include -->
|
|
|
|
</parameters>
|
|
<generate>
|
|
<normal type="int">15</normal>
|
|
<tangent type="int">6</tangent>
|
|
<binormal type="int">7</binormal>
|
|
</generate>
|
|
<technique n="6">
|
|
<predicate>
|
|
<and>
|
|
<property>/sim/rendering/rembrandt/enabled</property>
|
|
<property>/sim/rendering/shaders/urban</property>
|
|
<less-equal>
|
|
<value type="float">4.0</value>
|
|
<float-property>/sim/rendering/shaders/urban</float-property>
|
|
</less-equal>
|
|
<equal>
|
|
<property>/sim/rendering/random-buildings</property>
|
|
<value type="bool">false</value>
|
|
</equal>
|
|
<or>
|
|
<less-equal>
|
|
<value type="float">2.0</value>
|
|
<glversion/>
|
|
</less-equal>
|
|
<and>
|
|
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
|
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
|
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
|
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
|
</and>
|
|
</or>
|
|
<or>
|
|
<extension-supported>GL_ATI_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
|
|
<extension-supported>GL_ARB_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
|
|
<extension-supported>GL_EXT_gpu_shader4</extension-supported>
|
|
</or>
|
|
</and>
|
|
</predicate>
|
|
<pass>
|
|
<lighting>false</lighting>
|
|
<material>
|
|
<ambient>
|
|
<use>material/ambient</use>
|
|
</ambient>
|
|
<diffuse>
|
|
<use>material/diffuse</use>
|
|
</diffuse>
|
|
<specular>
|
|
<use>material/specular</use>
|
|
</specular>
|
|
<color-mode>ambient-and-diffuse</color-mode>
|
|
</material>
|
|
<blend>false</blend>
|
|
<alpha-test>false</alpha-test>
|
|
<shade-model>smooth</shade-model>
|
|
<cull-face>back</cull-face>
|
|
<render-bin>
|
|
<bin-number>0</bin-number>
|
|
<bin-name>RenderBin</bin-name>
|
|
</render-bin>
|
|
<texture-unit>
|
|
<unit>0</unit>
|
|
<image>
|
|
<use>texture[0]/image</use>
|
|
</image>
|
|
<filter>
|
|
<use>texture[0]/filter</use>
|
|
</filter>
|
|
<wrap-s>
|
|
<use>texture[0]/wrap-s</use>
|
|
</wrap-s>
|
|
<wrap-t>
|
|
<use>texture[0]/wrap-t</use>
|
|
</wrap-t>
|
|
<internal-format>
|
|
<use>texture[0]/internal-format</use>
|
|
</internal-format>
|
|
</texture-unit>
|
|
<texture-unit>
|
|
<unit>1</unit>
|
|
<image>
|
|
<use>texture[2]/image</use>
|
|
</image>
|
|
<filter>
|
|
<use>texture[2]/filter</use>
|
|
</filter>
|
|
<wrap-s>
|
|
<use>texture[2]/wrap-s</use>
|
|
</wrap-s>
|
|
<wrap-t>
|
|
<use>texture[2]/wrap-t</use>
|
|
</wrap-t>
|
|
<internal-format>
|
|
<use>texture[2]/internal-format</use>
|
|
</internal-format>
|
|
</texture-unit>
|
|
<texture-unit>
|
|
<unit>2</unit>
|
|
<image>
|
|
<use>texture[2]/image</use>
|
|
</image>
|
|
<filter>nearest-mipmap-nearest</filter>
|
|
<wrap-s>
|
|
<use>texture[2]/wrap-s</use>
|
|
</wrap-s>
|
|
<wrap-t>
|
|
<use>texture[2]/wrap-t</use>
|
|
</wrap-t>
|
|
<internal-format>
|
|
<use>texture[2]/internal-format</use>
|
|
</internal-format>
|
|
<mipmap-control>
|
|
<function-r>average</function-r>
|
|
<function-g>average</function-g>
|
|
<function-b>average</function-b>
|
|
<function-a>min</function-a>
|
|
</mipmap-control>
|
|
</texture-unit>
|
|
<texture-unit>
|
|
<unit>3</unit>
|
|
<type>noise</type>
|
|
</texture-unit>
|
|
<program>
|
|
<vertex-shader>Shaders/urban-gbuffer.vert</vertex-shader>
|
|
<fragment-shader>Shaders/urban-gbuffer.frag</fragment-shader>
|
|
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
|
|
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
|
|
<attribute>
|
|
<name>tangent</name>
|
|
<index>6</index>
|
|
</attribute>
|
|
<attribute>
|
|
<name>binormal</name>
|
|
<index>7</index>
|
|
</attribute>
|
|
<attribute>
|
|
<name>normal</name>
|
|
<index>15</index>
|
|
</attribute>
|
|
</program>
|
|
<uniform>
|
|
<name>BaseTex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>NormalTex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">1</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>QDMTex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">2</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>NoiseTex</name>
|
|
<type>sampler-3d</type>
|
|
<value type="int">3</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>depth_factor</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>depth-factor</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>tile_size</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>xsize</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>quality_level</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>quality-level</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>snowlevel</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>snow-level</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>max_lod_level</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>max-lod-level</use>
|
|
</value>
|
|
</uniform>
|
|
</pass>
|
|
</technique>
|
|
<technique n="7">
|
|
<predicate>
|
|
<and>
|
|
<property>/sim/rendering/rembrandt/enabled</property>
|
|
<property>/sim/rendering/shaders/urban</property>
|
|
<less-equal>
|
|
<value type="float">1.0</value>
|
|
<float-property>/sim/rendering/shaders/urban</float-property>
|
|
</less-equal>
|
|
<equal>
|
|
<property>/sim/rendering/random-buildings</property>
|
|
<value type="bool">false</value>
|
|
</equal>
|
|
<or>
|
|
<less-equal>
|
|
<value type="float">2.0</value>
|
|
<glversion/>
|
|
</less-equal>
|
|
<and>
|
|
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
|
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
|
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
|
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
|
</and>
|
|
</or>
|
|
<!-- quality level below 4.0 doesn't require GL_ATI_shader_texture_lod or GL_ARB_shader_texture_lod -->
|
|
</and>
|
|
</predicate>
|
|
<pass>
|
|
<lighting>false</lighting>
|
|
<material>
|
|
<ambient>
|
|
<use>material/ambient</use>
|
|
</ambient>
|
|
<diffuse>
|
|
<use>material/diffuse</use>
|
|
</diffuse>
|
|
<specular>
|
|
<use>material/specular</use>
|
|
</specular>
|
|
<color-mode>ambient-and-diffuse</color-mode>
|
|
</material>
|
|
<blend>false</blend>
|
|
<alpha-test>false</alpha-test>
|
|
<shade-model>smooth</shade-model>
|
|
<cull-face>back</cull-face>
|
|
<render-bin>
|
|
<bin-number>0</bin-number>
|
|
<bin-name>RenderBin</bin-name>
|
|
</render-bin>
|
|
<texture-unit>
|
|
<unit>0</unit>
|
|
<image>
|
|
<use>texture[0]/image</use>
|
|
</image>
|
|
<filter>
|
|
<use>texture[0]/filter</use>
|
|
</filter>
|
|
<wrap-s>
|
|
<use>texture[0]/wrap-s</use>
|
|
</wrap-s>
|
|
<wrap-t>
|
|
<use>texture[0]/wrap-t</use>
|
|
</wrap-t>
|
|
<internal-format>
|
|
<use>texture[0]/internal-format</use>
|
|
</internal-format>
|
|
</texture-unit>
|
|
<texture-unit>
|
|
<unit>1</unit>
|
|
<image>
|
|
<use>texture[2]/image</use>
|
|
</image>
|
|
<filter>
|
|
<use>texture[2]/filter</use>
|
|
</filter>
|
|
<wrap-s>
|
|
<use>texture[2]/wrap-s</use>
|
|
</wrap-s>
|
|
<wrap-t>
|
|
<use>texture[2]/wrap-t</use>
|
|
</wrap-t>
|
|
<internal-format>
|
|
<use>texture[2]/internal-format</use>
|
|
</internal-format>
|
|
</texture-unit>
|
|
<texture-unit>
|
|
<unit>2</unit>
|
|
<type>noise</type>
|
|
</texture-unit>
|
|
<program>
|
|
<vertex-shader>Shaders/urban-gbuffer.vert</vertex-shader>
|
|
<fragment-shader>Shaders/urban-gbuffer.frag</fragment-shader>
|
|
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
|
|
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
|
|
<attribute>
|
|
<name>tangent</name>
|
|
<index>6</index>
|
|
</attribute>
|
|
<attribute>
|
|
<name>binormal</name>
|
|
<index>7</index>
|
|
</attribute>
|
|
<attribute>
|
|
<name>normal</name>
|
|
<index>15</index>
|
|
</attribute>
|
|
</program>
|
|
<uniform>
|
|
<name>BaseTex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>NormalTex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">1</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>NoiseTex</name>
|
|
<type>sampler-3d</type>
|
|
<value type="int">2</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>depth_factor</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>depth-factor</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>tile_size</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>xsize</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>night_color</name>
|
|
<type>float-vec3</type>
|
|
<value>
|
|
<use>night-color</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>quality_level</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>quality-level</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>snowlevel</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>snow-level</use>
|
|
</value>
|
|
</uniform>
|
|
</pass>
|
|
</technique>
|
|
<technique n="8">
|
|
<predicate>
|
|
<and>
|
|
<property>/sim/rendering/shaders/urban</property>
|
|
<less-equal>
|
|
<value type="float">4.0</value>
|
|
<float-property>/sim/rendering/shaders/urban</float-property>
|
|
</less-equal>
|
|
<equal>
|
|
<property>/sim/rendering/random-buildings</property>
|
|
<value type="bool">false</value>
|
|
</equal>
|
|
<or>
|
|
<less-equal>
|
|
<value type="float">2.0</value>
|
|
<glversion/>
|
|
</less-equal>
|
|
<and>
|
|
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
|
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
|
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
|
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
|
</and>
|
|
</or>
|
|
<or>
|
|
<extension-supported>GL_ATI_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
|
|
<extension-supported>GL_ARB_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
|
|
<extension-supported>GL_EXT_gpu_shader4</extension-supported>
|
|
</or>
|
|
</and>
|
|
</predicate>
|
|
<pass>
|
|
<lighting>true</lighting>
|
|
<material>
|
|
<ambient>
|
|
<use>material/ambient</use>
|
|
</ambient>
|
|
<diffuse>
|
|
<use>material/diffuse</use>
|
|
</diffuse>
|
|
<specular>
|
|
<use>material/specular</use>
|
|
</specular>
|
|
<color-mode>ambient-and-diffuse</color-mode>
|
|
</material>
|
|
<blend>
|
|
<use>transparent</use>
|
|
</blend>
|
|
<alpha-test>
|
|
<use>transparent</use>
|
|
</alpha-test>
|
|
<shade-model>smooth</shade-model>
|
|
<cull-face>back</cull-face>
|
|
<render-bin>
|
|
<bin-number>
|
|
<use>render-bin/bin-number</use>
|
|
</bin-number>
|
|
<bin-name>
|
|
<use>render-bin/bin-name</use>
|
|
</bin-name>
|
|
</render-bin>
|
|
<texture-unit>
|
|
<unit>0</unit>
|
|
<image>
|
|
<use>texture[0]/image</use>
|
|
</image>
|
|
<filter>
|
|
<use>texture[0]/filter</use>
|
|
</filter>
|
|
<wrap-s>
|
|
<use>texture[0]/wrap-s</use>
|
|
</wrap-s>
|
|
<wrap-t>
|
|
<use>texture[0]/wrap-t</use>
|
|
</wrap-t>
|
|
<internal-format>
|
|
<use>texture[0]/internal-format</use>
|
|
</internal-format>
|
|
</texture-unit>
|
|
<texture-unit>
|
|
<unit>1</unit>
|
|
<image>
|
|
<use>texture[2]/image</use>
|
|
</image>
|
|
<filter>
|
|
<use>texture[2]/filter</use>
|
|
</filter>
|
|
<wrap-s>
|
|
<use>texture[2]/wrap-s</use>
|
|
</wrap-s>
|
|
<wrap-t>
|
|
<use>texture[2]/wrap-t</use>
|
|
</wrap-t>
|
|
<internal-format>
|
|
<use>texture[2]/internal-format</use>
|
|
</internal-format>
|
|
</texture-unit>
|
|
<texture-unit>
|
|
<unit>2</unit>
|
|
<image>
|
|
<use>texture[2]/image</use>
|
|
</image>
|
|
<filter>nearest-mipmap-nearest</filter>
|
|
<wrap-s>
|
|
<use>texture[2]/wrap-s</use>
|
|
</wrap-s>
|
|
<wrap-t>
|
|
<use>texture[2]/wrap-t</use>
|
|
</wrap-t>
|
|
<internal-format>
|
|
<use>texture[2]/internal-format</use>
|
|
</internal-format>
|
|
<mipmap-control>
|
|
<function-r>average</function-r>
|
|
<function-g>average</function-g>
|
|
<function-b>average</function-b>
|
|
<function-a>min</function-a>
|
|
</mipmap-control>
|
|
</texture-unit>
|
|
<texture-unit>
|
|
<unit>3</unit>
|
|
<type>noise</type>
|
|
</texture-unit>
|
|
<program>
|
|
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
|
|
<vertex-shader n="1">Shaders/urban.vert</vertex-shader>
|
|
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
|
<fragment-shader n="1">Shaders/urban.frag</fragment-shader>
|
|
<attribute>
|
|
<name>tangent</name>
|
|
<index>6</index>
|
|
</attribute>
|
|
<attribute>
|
|
<name>binormal</name>
|
|
<index>7</index>
|
|
</attribute>
|
|
<attribute>
|
|
<name>normal</name>
|
|
<index>15</index>
|
|
</attribute>
|
|
</program>
|
|
<uniform>
|
|
<name>BaseTex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>NormalTex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">1</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>QDMTex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">2</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>NoiseTex</name>
|
|
<type>sampler-3d</type>
|
|
<value type="int">3</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>depth_factor</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>depth-factor</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>tile_size</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>xsize</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>night_color</name>
|
|
<type>float-vec3</type>
|
|
<value>
|
|
<use>night-color</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>quality_level</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>quality-level</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>snowlevel</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>snow-level</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>max_lod_level</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>max-lod-level</use>
|
|
</value>
|
|
</uniform>
|
|
<!-- BEGIN fog include -->
|
|
<uniform>
|
|
<name>visibility</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>visibility</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>avisibility</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>avisibility</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>hazeLayerAltitude</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>lthickness</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>scattering</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>scattering</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>terminator</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>terminator</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fogType</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>fogtype</use>
|
|
</value>
|
|
</uniform>
|
|
<!-- END fog include -->
|
|
</pass>
|
|
</technique>
|
|
<technique n="9">
|
|
<predicate>
|
|
<and>
|
|
<property>/sim/rendering/shaders/urban</property>
|
|
<less-equal>
|
|
<value type="float">1.0</value>
|
|
<float-property>/sim/rendering/shaders/urban</float-property>
|
|
</less-equal>
|
|
<equal>
|
|
<property>/sim/rendering/random-buildings</property>
|
|
<value type="bool">false</value>
|
|
</equal>
|
|
<or>
|
|
<less-equal>
|
|
<value type="float">2.0</value>
|
|
<glversion/>
|
|
</less-equal>
|
|
<and>
|
|
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
|
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
|
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
|
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
|
</and>
|
|
</or>
|
|
<!-- quality level below 4.0 doesn't require GL_ATI_shader_texture_lod or GL_ARB_shader_texture_lod -->
|
|
</and>
|
|
</predicate>
|
|
<pass>
|
|
<lighting>true</lighting>
|
|
<material>
|
|
<ambient>
|
|
<use>material/ambient</use>
|
|
</ambient>
|
|
<diffuse>
|
|
<use>material/diffuse</use>
|
|
</diffuse>
|
|
<specular>
|
|
<use>material/specular</use>
|
|
</specular>
|
|
<color-mode>ambient-and-diffuse</color-mode>
|
|
</material>
|
|
<blend>
|
|
<use>transparent</use>
|
|
</blend>
|
|
<alpha-test>
|
|
<use>transparent</use>
|
|
</alpha-test>
|
|
<shade-model>smooth</shade-model>
|
|
<cull-face>back</cull-face>
|
|
<render-bin>
|
|
<bin-number>
|
|
<use>render-bin/bin-number</use>
|
|
</bin-number>
|
|
<bin-name>
|
|
<use>render-bin/bin-name</use>
|
|
</bin-name>
|
|
</render-bin>
|
|
<texture-unit>
|
|
<unit>0</unit>
|
|
<image>
|
|
<use>texture[0]/image</use>
|
|
</image>
|
|
<filter>
|
|
<use>texture[0]/filter</use>
|
|
</filter>
|
|
<wrap-s>
|
|
<use>texture[0]/wrap-s</use>
|
|
</wrap-s>
|
|
<wrap-t>
|
|
<use>texture[0]/wrap-t</use>
|
|
</wrap-t>
|
|
<internal-format>
|
|
<use>texture[0]/internal-format</use>
|
|
</internal-format>
|
|
</texture-unit>
|
|
<texture-unit>
|
|
<unit>1</unit>
|
|
<image>
|
|
<use>texture[2]/image</use>
|
|
</image>
|
|
<filter>
|
|
<use>texture[2]/filter</use>
|
|
</filter>
|
|
<wrap-s>
|
|
<use>texture[2]/wrap-s</use>
|
|
</wrap-s>
|
|
<wrap-t>
|
|
<use>texture[2]/wrap-t</use>
|
|
</wrap-t>
|
|
<internal-format>
|
|
<use>texture[2]/internal-format</use>
|
|
</internal-format>
|
|
</texture-unit>
|
|
<texture-unit>
|
|
<unit>2</unit>
|
|
<type>noise</type>
|
|
</texture-unit>
|
|
<program>
|
|
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
|
|
<vertex-shader n="1">Shaders/urban.vert</vertex-shader>
|
|
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
|
<fragment-shader n="1">Shaders/urban.frag</fragment-shader>
|
|
<attribute>
|
|
<name>tangent</name>
|
|
<index>6</index>
|
|
</attribute>
|
|
<attribute>
|
|
<name>binormal</name>
|
|
<index>7</index>
|
|
</attribute>
|
|
<attribute>
|
|
<name>normal</name>
|
|
<index>15</index>
|
|
</attribute>
|
|
</program>
|
|
<!-- BEGIN fog include -->
|
|
<uniform>
|
|
<name>visibility</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>visibility</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>avisibility</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>avisibility</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>hazeLayerAltitude</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>lthickness</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>scattering</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>scattering</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>terminator</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>terminator</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fogType</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>fogtype</use>
|
|
</value>
|
|
</uniform>
|
|
<!-- END fog include -->
|
|
<uniform>
|
|
<name>BaseTex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>NormalTex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">1</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>NoiseTex</name>
|
|
<type>sampler-3d</type>
|
|
<value type="int">2</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>depth_factor</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>depth-factor</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>tile_size</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>xsize</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>night_color</name>
|
|
<type>float-vec3</type>
|
|
<value>
|
|
<use>night-color</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>quality_level</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>quality-level</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>snowlevel</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>snow-level</use>
|
|
</value>
|
|
</uniform>
|
|
|
|
|
|
</pass>
|
|
</technique>
|
|
</PropertyList>
|