ed3cbf96ff
generic-ALS-base.vert uses shadows, while model-interior does not.
755 lines
24 KiB
XML
755 lines
24 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/model-interior</name>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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<texture n="3">
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<image>Aircraft/Generic/Effects/greymap.png</image>
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<type>2d</type>
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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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<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/real.fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_nx.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/real.fair-sky/fair-sky_nz.png</negative-z>
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</images>
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</texture>
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<texture n="7">
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<image>Textures/Terrain/void.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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<opacity-cube-center type="vec3d" n="0"> 0.0 0.0 0.0</opacity-cube-center>
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<opacity-cube-scale type="vec3d" n="0"> 1.0 1.0 1.0</opacity-cube-scale>
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<opacity-cube-angle type="float">0.0</opacity-cube-angle>
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<implicit-lightmap-enabled type="int">0</implicit-lightmap-enabled>
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<implicit-lightmap-tag-color type="vec3d">1.0 1.0 1.0</implicit-lightmap-tag-color>
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<implicit-lightmap-threshold-low type="float">0.5</implicit-lightmap-threshold-low>
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<implicit-lightmap-threshold-high type="float">1.5</implicit-lightmap-threshold-high>
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<implicit-lightmap-emit-color type="vec3d">1.0 1.0 1.0</implicit-lightmap-emit-color>
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<implicit-lightmap-intensity type="float">0.0</implicit-lightmap-intensity>
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<light-filter-one type="vec3d">0.5 0.5 0.5</light-filter-one>
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<light-filter-two type="vec3d">0.9 0.2 0.2</light-filter-two>
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<light-radius type="float">9.6</light-radius>
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<use-flashlight><use>/sim/rendering/als-secondary-lights/use-flashlight</use></use-flashlight>
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<lightmap-enabled type="int">0</lightmap-enabled>
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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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<grain-texture-enabled type="int">0</grain-texture-enabled>
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<grain-magnification type="float">10.0</grain-magnification>
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<irradiance-map-type type="int">0</irradiance-map-type>
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<irradiance-map-strength type="float">0.0</irradiance-map-strength>
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<residual-ambience-r type="float">0.0</residual-ambience-r>
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<residual-ambience-g type="float">0.0</residual-ambience-g>
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<residual-ambience-b type="float">0.0</residual-ambience-b>
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<ra-irradiance-map-type type="int">0</ra-irradiance-map-type>
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<ra-irradiance-map-strength type="float">0.0</ra-irradiance-map-strength>
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</parameters>
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<technique n="3">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<less-equal>
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<value type="float">2.0</value>
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<float-property>/sim/rendering/shaders/model</float-property>
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</less-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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<material>
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<active><use>material/active</use></active>
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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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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode><use>material/color-mode</use></color-mode>
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</material>
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<blend>
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<active><use>blend/active</use></active>
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<source><use>blend/source</use></source>
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<destination><use>blend/destination</use></destination>
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</blend>
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<shade-model><use>shade-model</use></shade-model>
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<cull-face><use>cull-face</use></cull-face>
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<rendering-hint><use>rendering-hint</use></rendering-hint>
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<texture-unit>
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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<type><use>texture[3]/type</use></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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<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<type><use>texture[4]/type</use></type>
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<images><use>texture[4]/images</use></images>
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</texture-unit>
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<texture-unit>
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<unit>7</unit>
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<type><use>texture[7]/type</use></type>
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<image><use>texture[7]/image</use></image>
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<filter><use>texture[7]/filter</use></filter>
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<wrap-s><use>texture[7]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[7]/wrap-t</use></wrap-t>
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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/model-interior-ALS-detailed.vert</vertex-shader>
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<fragment-shader>Shaders/model-interior-ALS-detailed.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value><use>visibility</use></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><use>avisibility</use></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><use>lthickness</use></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><use>scattering</use></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><use>terminator</use></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><use>ground_scattering</use></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><use>terminator</use></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><use>terrain_alt</use></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><use>overcast</use></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><use>eye_alt</use></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><use>cloud_self_shading</use></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><use>moonlight</use></value>
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</uniform>
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<uniform>
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<name>offset_vec</name>
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<type>float-vec3</type>
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<value><use>opacity-cube-center</use></value>
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</uniform>
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<uniform>
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<name>scale_vec</name>
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<type>float-vec3</type>
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<value><use>opacity-cube-scale</use></value>
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</uniform>
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<uniform>
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<name>angle</name>
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<type>float</type>
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<value><use>opacity-cube-angle</use></value>
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</uniform>
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<uniform>
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<name>tag_color</name>
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<type>float-vec3</type>
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<value><use>implicit-lightmap-tag-color</use></value>
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</uniform>
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<uniform>
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<name>emit_color</name>
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<type>float-vec3</type>
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<value><use>implicit-lightmap-emit-color</use></value>
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</uniform>
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<uniform>
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<name>light_filter_one</name>
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<type>float-vec3</type>
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<value><use>light-filter-one</use></value>
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</uniform>
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<uniform>
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<name>light_filter_two</name>
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<type>float-vec3</type>
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<value><use>light-filter-two</use></value>
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</uniform>
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<uniform>
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<name>light_radius</name>
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<type>float</type>
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<value><use>light-radius</use></value>
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</uniform>
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<uniform>
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<name>threshold_low</name>
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<type>float</type>
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<value><use>implicit-lightmap-threshold-low</use></value>
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</uniform>
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<uniform>
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<name>threshold_high</name>
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<type>float</type>
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<value><use>implicit-lightmap-threshold-high</use></value>
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</uniform>
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<uniform>
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<name>emit_intensity</name>
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<type>float</type>
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<value><use>implicit-lightmap-intensity</use></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><use>view_pitch_offset</use></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><use>view_heading_offset</use></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><use>view_fov</use></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><use>display_xsize</use></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><use>display_ysize</use></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><use>lightmap-factor[0]</use></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><use>lightmap-color[0]</use></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><use>lightmap-factor[1]</use></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><use>lightmap-color[1]</use></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><use>lightmap-factor[2]</use></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><use>lightmap-color[2]</use></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><use>lightmap-factor[3]</use></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><use>lightmap-color[3]</use></value>
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</uniform>
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<uniform>
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<name>grain_magnification</name>
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<type>float</type>
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<value><use>grain-magnification</use></value>
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</uniform>
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<uniform>
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<name>irradiance_map_strength</name>
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<type>float</type>
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<value><use>irradiance-map-strength</use></value>
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</uniform>
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<uniform>
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<name>ra_irradiance_map_strength</name>
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<type>float</type>
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<value><use>ra-irradiance-map-strength</use></value>
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</uniform>
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<uniform>
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<name>residual_ambience_r</name>
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<type>float</type>
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<value><use>residual-ambience-r</use></value>
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</uniform>
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<uniform>
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<name>residual_ambience_g</name>
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<type>float</type>
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<value><use>residual-ambience-g</use></value>
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</uniform>
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<uniform>
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<name>residual_ambience_b</name>
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<type>float</type>
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<value><use>residual-ambience-b</use></value>
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</uniform>
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<!-- filtering -->
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<uniform>
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<name>gamma</name>
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<type>float</type>
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<value><use>gamma</use></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><use>brightness</use></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><use>use_filtering</use></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><use>use_night_vision</use></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><use>use_IR_vision</use></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><use>delta_T</use></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><use>fact_grey</use></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><use>fact_black</use></value>
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</uniform>
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<uniform>
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<name>texture</name>
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<type>sampler-2d</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>lightmap_texture</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>cube_texture</name>
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<type>sampler-cube</type>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>grain_texture</name>
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<type>sampler-2d</type>
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<value type="int">7</value>
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</uniform>
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<uniform>
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<name>colorMode</name>
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<type>int</type>
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<value><use>material/color-mode-uniform</use></value>
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</uniform>
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<uniform>
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<name>quality_level</name>
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<type>int</type>
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<value><use>quality_level</use></value>
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</uniform>
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<uniform>
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<name>tquality_level</name>
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<type>int</type>
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<value><use>tquality_level</use></value>
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</uniform>
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<uniform>
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<name>implicit_lightmap_enabled</name>
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<type>int</type>
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<value><use>implicit-lightmap-enabled</use></value>
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</uniform>
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<uniform>
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<name>use_flashlight</name>
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<type>int</type>
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<value><use>use-flashlight</use></value>
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</uniform>
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<uniform>
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<name>lightmap_enabled</name>
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<type>int</type>
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<value><use>lightmap-enabled</use></value>
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</uniform>
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<uniform>
|
|
<name>lightmap_multi</name>
|
|
<type>int</type>
|
|
<value><use>lightmap-multi</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>irradiance_map_type</name>
|
|
<type>int</type>
|
|
<value><use>irradiance-map-type</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>ra_irradiance_map_type</name>
|
|
<type>int</type>
|
|
<value><use>ra-irradiance-map-type</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>grain_texture_enabled</name>
|
|
<type>int</type>
|
|
<value><use>grain-texture-enabled</use></value>
|
|
</uniform>
|
|
</pass>
|
|
</technique>
|
|
|
|
|
|
|
|
<technique n="4">
|
|
<predicate>
|
|
<and>
|
|
<property>/sim/rendering/shaders/skydome</property>
|
|
<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>
|
|
</and>
|
|
</predicate>
|
|
<pass>
|
|
<lighting>true</lighting>
|
|
<material>
|
|
<active><use>material/active</use></active>
|
|
<ambient><use>material/ambient</use></ambient>
|
|
<diffuse><use>material/diffuse</use></diffuse>
|
|
<specular><use>material/specular</use></specular>
|
|
<emissive><use>material/emissive</use></emissive>
|
|
<shininess><use>material/shininess</use></shininess>
|
|
<color-mode><use>material/color-mode</use></color-mode>
|
|
</material>
|
|
<blend>
|
|
<active><use>blend/active</use></active>
|
|
<source><use>blend/source</use></source>
|
|
<destination><use>blend/destination</use></destination>
|
|
</blend>
|
|
<shade-model><use>shade-model</use></shade-model>
|
|
<cull-face><use>cull-face</use></cull-face>
|
|
<rendering-hint><use>rendering-hint</use></rendering-hint>
|
|
<texture-unit>
|
|
<unit>0</unit>
|
|
<type><use>texture[0]/type</use></type>
|
|
<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>
|
|
</texture-unit>
|
|
<texture-unit>
|
|
<unit>4</unit>
|
|
<type><use>texture[4]/type</use></type>
|
|
<images><use>texture[4]/images</use></images>
|
|
</texture-unit>
|
|
<vertex-program-two-side>
|
|
<use>vertex-program-two-side</use>
|
|
</vertex-program-two-side>
|
|
<program>
|
|
<vertex-shader>Shaders/model-interior-ALS-base.vert</vertex-shader>
|
|
<fragment-shader>Shaders/model-interior-ALS-base.frag</fragment-shader>
|
|
<fragment-shader>Shaders/hazes.frag</fragment-shader>
|
|
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
|
|
<fragment-shader>Shaders/noise.frag</fragment-shader>
|
|
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
|
|
</program>
|
|
<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>ground_scattering</name>
|
|
<type>float</type>
|
|
<value><use>ground_scattering</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>terminator</name>
|
|
<type>float</type>
|
|
<value><use>terminator</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>terrain_alt</name>
|
|
<type>float</type>
|
|
<value><use>terrain_alt</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overcast</name>
|
|
<type>float</type>
|
|
<value><use>overcast</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>eye_alt</name>
|
|
<type>float</type>
|
|
<value><use>eye_alt</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloud_self_shading</name>
|
|
<type>float</type>
|
|
<value><use>cloud_self_shading</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>moonlight</name>
|
|
<type>float</type>
|
|
<value><use>moonlight</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>offset_vec</name>
|
|
<type>float-vec3</type>
|
|
<value><use>opacity-cube-center</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>scale_vec</name>
|
|
<type>float-vec3</type>
|
|
<value><use>opacity-cube-scale</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>angle</name>
|
|
<type>float</type>
|
|
<value><use>opacity-cube-angle</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>tag_color</name>
|
|
<type>float-vec3</type>
|
|
<value><use>implicit-lightmap-tag-color</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>emit_color</name>
|
|
<type>float-vec3</type>
|
|
<value><use>implicit-lightmap-emit-color</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>light_filter_one</name>
|
|
<type>float-vec3</type>
|
|
<value><use>light-filter-one</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>light_filter_two</name>
|
|
<type>float-vec3</type>
|
|
<value><use>light-filter-two</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>light_radius</name>
|
|
<type>float</type>
|
|
<value><use>light-radius</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>threshold_low</name>
|
|
<type>float</type>
|
|
<value><use>implicit-lightmap-threshold-low</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>threshold_high</name>
|
|
<type>float</type>
|
|
<value><use>implicit-lightmap-threshold-high</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>emit_intensity</name>
|
|
<type>float</type>
|
|
<value><use>implicit-lightmap-intensity</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>view_pitch_offset</name>
|
|
<type>float</type>
|
|
<value><use>view_pitch_offset</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>view_heading_offset</name>
|
|
<type>float</type>
|
|
<value><use>view_heading_offset</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>field_of_view</name>
|
|
<type>float</type>
|
|
<value><use>view_fov</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>
|
|
<!-- 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>texture</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cube_texture</name>
|
|
<type>sampler-cube</type>
|
|
<value type="int">4</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>colorMode</name>
|
|
<type>int</type>
|
|
<value><use>material/color-mode-uniform</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>quality_level</name>
|
|
<type>int</type>
|
|
<value><use>quality_level</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>tquality_level</name>
|
|
<type>int</type>
|
|
<value><use>tquality_level</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>implicit_lightmap_enabled</name>
|
|
<type>int</type>
|
|
<value><use>implicit-lightmap-enabled</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_flashlight</name>
|
|
<type>int</type>
|
|
<value><use>use-flashlight</use></value>
|
|
</uniform>
|
|
</pass>
|
|
</technique>
|
|
|
|
</PropertyList>
|