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fgdata/AI/Aircraft/b29/Models/Effects/contrail1.eff
2015-03-07 22:11:00 +01:00

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XML

<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/contrail</name>
<inherits-from>Effects/cloud</inherits-from>
<parameters>
<texture n ="0">
<image>/Models/Weather/contrail.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<rendering-hint>transparent</rendering-hint>
<shade-model>smooth</shade-model>
<scale-x type="float">250</scale-x>
<scale-y type="float">2.0</scale-y>
<scale-z type="float">1.0</scale-z>
<offset-x type="float">5.0</offset-x>
<offset-y type="float">200.0</offset-y>
<offset-z type="float">0.125</offset-z>
<fade-max type="float">0.975</fade-max>
<fade-min type="float">0.25</fade-min>
</parameters>
<technique n="10">
<predicate>
<and>
<property>/sim/rendering/shader-effects</property>
<property>/sim/rendering/contrail-shader</property>
<!--<property>/environment/contrail</property>-->
<!--<less-equal>
<value>100</value>
<property>/velocities/airspeed-kt</property>
</less-equal>-->
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>10</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<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>1</unit>
<type>noise</type>
</texture-unit>
<program>
<vertex-shader>Shaders/contrail.vert</vertex-shader>
<fragment-shader>Shaders/contrail.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>Noise</name>
<type>sampler-3d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>scale_x</name>
<type>float</type>
<value>
<use>scale-x</use>
</value>
</uniform>
<uniform>
<name>scale_y</name>
<type>float</type>
<value>
<use>scale-y</use>
</value>
</uniform>
<uniform>
<name>scale_z</name>
<type>float</type>
<value>
<use>scale-z</use>
</value>
</uniform>
<uniform>
<name>offset_x</name>
<type>float</type>
<value>
<use>offset-x</use>
</value>
</uniform>
<uniform>
<name>offset_y</name>
<type>float</type>
<value>
<use>offset-y</use>
</value>
</uniform>
<uniform>
<name>fade_max</name>
<type>float</type>
<value>
<use>fade-max</use>
</value>
</uniform>
<uniform>
<name>fade_min</name>
<type>float</type>
<value>
<use>fade-min</use>
</value>
</uniform>
<vertex-program-two-side>false</vertex-program-two-side>
</pass>
</technique>
</PropertyList>