189 lines
5.3 KiB
XML
189 lines
5.3 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/building</name>
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<inherits-from>Effects/model-combined</inherits-from>
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<parameters>
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<texture n="0">
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<type>2d</type>
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<image>Textures/buildings.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>clamp</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<!-- Normal Map -->
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<normalmap-enabled type="int"> 1 </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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<texture n="2">
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<image>Textures/buildings-normalmap_orig.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>clamp</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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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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<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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<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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<!-- 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"> -0.15 </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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<texture n= "5" >
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<type>cubemap</type>
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/buildings/N.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/buildings/S.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/buildings/W.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/buildings/E.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/buildings/U.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/buildings/D.png</negative-z>
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</images>
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</texture>
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<texture n="6">
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<!-- instance information from shader -->
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<type>2d</type>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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</texture>
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<!-- Add the following line to enable snow: -->
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<snow-enabled>1</snow-enabled>
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<!--Ambient correction -->
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<ambient-correction type="float"> 0.0 </ambient-correction>
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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>0.1</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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<building-flag type="int">1</building-flag>
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</parameters>
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<technique n="4">
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<!-- Atmospheric scattering technique with model shader-->
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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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<type>
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<use>texture[3]/type</use>
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</type>
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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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<program>
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<vertex-shader n="0">Shaders/building-model-ALS-ultra.vert</vertex-shader>
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<attribute>
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<name>instancePosition</name>
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<index>10</index>
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</attribute>
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<attribute>
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<name>instanceScale</name>
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<index>11</index>
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</attribute>
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<attribute>
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<name>attrib1</name>
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<index>12</index>
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</attribute>
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<attribute>
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<name>attrib2</name>
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<index>13</index>
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</attribute>
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</program>
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</pass>
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</technique>
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<technique n="5">
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<!-- Base Atmospheric scattering technique -->
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<pass>
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<program>
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<vertex-shader n="0">Shaders/building-ALS.vert</vertex-shader>
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<attribute>
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<name>instancePosition</name>
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<index>10</index>
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</attribute>
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<attribute>
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<name>instanceScale</name>
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<index>11</index>
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</attribute>
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<attribute>
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<name>attrib1</name>
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<index>12</index>
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</attribute>
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<attribute>
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<name>attrib2</name>
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<index>13</index>
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</attribute>
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</program>
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</pass>
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</technique>
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<technique n="11">
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<pass>
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<program n="0">
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<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>
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<attribute>
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<name>instancePosition</name>
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<index>10</index>
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</attribute>
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<attribute>
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<name>instanceScale</name>
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<index>11</index>
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</attribute>
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<attribute>
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<name>attrib1</name>
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<index>12</index>
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</attribute>
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<attribute>
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<name>attrib2</name>
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<index>13</index>
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</attribute>
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</program>
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</pass>
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</technique>
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</PropertyList>
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