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fgdata/Effects/ws30.eff
Stuart Buchanan 3e3593119c WS30: Shader change to use texture atlas
These changes use the generated Texture2DArray for
texture lookup, supporting arbritary sets of material
textures.
2020-12-05 13:11:59 +00:00

808 lines
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XML

<?xml version='1.0' encoding='UTF-8'?>
<!-- World Scenery 3.0 Effect -->
<PropertyList>
<name>Effects/ws30</name>
<!-- <inherits-from>another-effect</inherits-from> -->
<parameters>
<material>
<ambient type="vec4d">
0.2 .2 0.2 1.0
</ambient>
<diffuse type="vec4d">
.8 .8 .8 1.0
</diffuse>
<specular type="vec4d">
0.0 0.0 0.0 1.0
</specular>
<emissive type="vec4d">
0.0 0.0 0.0 1.0
</emissive>
<shininess>1.2</shininess>
</material>
<texture n="2">
<image>Textures/Terrain/city1.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<!-- also repeat -->
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<!--
<wrap-r>clamp-to-border</wrap-r>
-->
<!-- float, signed-integer, integer -->
<internal-format>normalized</internal-format>
</texture>
<texture n="3">
<image>Textures/Terrain/forest.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<!-- also repeat -->
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<!--
<wrap-r>clamp-to-border</wrap-r>
-->
<!-- float, signed-integer, integer -->
<internal-format>normalized</internal-format>
</texture>
<texture n="4">
<image>Textures/Terrain/water.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<!-- also repeat -->
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<!--
<wrap-r>clamp-to-border</wrap-r>
-->
<!-- float, signed-integer, integer -->
<internal-format>normalized</internal-format>
</texture>
<texture n="10">
<image>Textures/Terrain/snow3.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="11">
<image>Textures/Terrain/void.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="12">
<image>Textures/Terrain/void.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="13">
<image>Textures/Terrain/rock_alt.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="14">
<image>Textures/Terrain/grain_texture.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="15">
<image>Textures/Terrain/void.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<transparent>false</transparent>
<render-bin>
<bin-number>0</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<material-id>0</material-id>
<grain_strength>0.5</grain_strength>
<intrinsic_wetness>0.0</intrinsic_wetness>
<transition_model>0.5</transition_model>
<hires_overlay_bias>0.0</hires_overlay_bias>
<dot_density>1.0</dot_density>
<dot_size>1.0</dot_size>
<dust_resistance>1.0</dust_resistance>
<rock_strata>0</rock_strata>
<raise_vertex type="bool">false</raise_vertex>
<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>
<ground_scattering>
<use>/environment/surface/scattering</use>
</ground_scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<terrain_alt>
<use>/environment/mean-terrain-elevation-m</use>
</terrain_alt>
<overcast>
<use>/rendering/scene/overcast</use>
</overcast>
<eye_alt>
<use>/sim/rendering/eye-altitude-m</use>
</eye_alt>
<snow_level>
<use>/environment/snow-level-m</use>
</snow_level>
<snow_thickness_factor>
<use>/environment/surface/snow-thickness-factor</use>
</snow_thickness_factor>
<dust_cover_factor>
<use>/environment/surface/dust-cover-factor</use>
</dust_cover_factor>
<lichen_cover_factor>
<use>/environment/surface/lichen-cover-factor</use>
</lichen_cover_factor>
<wetness>
<use>/environment/surface/wetness</use>
</wetness>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<fogstructure>
<use>/environment/fog-structure</use>
</fogstructure>
<cloud_self_shading>
<use>/environment/cloud-self-shading</use>
</cloud_self_shading>
<moonlight>
<use>/environment/moonlight</use>
</moonlight>
<season>
<use>/environment/season</use>
</season>
<air_pollution>
<use>/environment/air-pollution-norm</use>
</air_pollution>
<delta_T>
<use>/environment/surface/delta-T-soil</use>
</delta_T>
<wind_effects>
<use>/sim/rendering/shaders/wind-effects</use>
</wind_effects>
<windE>
<use>/environment/sea/surface/wind-from-east-fps</use>
</windE>
<windN>
<use>/environment/sea/surface/wind-from-north-fps</use>
</windN>
<display_xsize>
<use>/sim/startup/xsize</use>
</display_xsize>
<display_ysize>
<use>/sim/startup/ysize</use>
</display_ysize>
<view_pitch_offset>
<use>/sim/current-view/pitch-offset-deg</use>
</view_pitch_offset>
<view_heading_offset>
<use>/sim/current-view/heading-offset-deg</use>
</view_heading_offset>
<view_fov>
<use>/sim/current-view/field-of-view</use>
</view_fov>
<use_searchlight>
<use>/sim/rendering/als-secondary-lights/use-searchlight</use>
</use_searchlight>
<use_landing_light>
<use>/sim/rendering/als-secondary-lights/use-landing-light</use>
</use_landing_light>
<use_alt_landing_light>
<use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use>
</use_alt_landing_light>
<landing_light1_offset>
<use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use>
</landing_light1_offset>
<landing_light2_offset>
<use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use>
</landing_light2_offset>
<landing_light3_offset>
<use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use>
</landing_light3_offset>
<quality_level>
<use>/sim/rendering/shaders/landmass</use>
</quality_level>
<tquality_level>
<use>/sim/rendering/shaders/transition</use>
</tquality_level>
<use_filtering>
<use>/sim/rendering/als-filters/use-filtering</use>
</use_filtering>
<gamma>
<use>/sim/rendering/als-filters/gamma</use>
</gamma>
<brightness>
<use>/sim/rendering/als-filters/brightness</use>
</brightness>
<fact_grey>
<use>/sim/rendering/als-filters/grey-factor</use>
</fact_grey>
<fact_black>
<use>/sim/rendering/als-filters/black-factor</use>
</fact_black>
<use_night_vision>
<use>/sim/rendering/als-filters/use-night-vision</use>
</use_night_vision>
<use_IR_vision>
<use>/sim/rendering/als-filters/use-IR-vision</use>
</use_IR_vision>
<cloudpos1_x>
<use>/local-weather/cloud-shadows/cloudpos-x[0]</use>
</cloudpos1_x>
<cloudpos1_y>
<use>/local-weather/cloud-shadows/cloudpos-y[0]</use>
</cloudpos1_y>
<cloudpos2_x>
<use>/local-weather/cloud-shadows/cloudpos-x[1]</use>
</cloudpos2_x>
<cloudpos2_y>
<use>/local-weather/cloud-shadows/cloudpos-y[1]</use>
</cloudpos2_y>
<cloudpos3_x>
<use>/local-weather/cloud-shadows/cloudpos-x[2]</use>
</cloudpos3_x>
<cloudpos3_y>
<use>/local-weather/cloud-shadows/cloudpos-y[2]</use>
</cloudpos3_y>
<cloudpos4_x>
<use>/local-weather/cloud-shadows/cloudpos-x[3]</use>
</cloudpos4_x>
<cloudpos4_y>
<use>/local-weather/cloud-shadows/cloudpos-y[3]</use>
</cloudpos4_y>
<cloudpos5_x>
<use>/local-weather/cloud-shadows/cloudpos-x[4]</use>
</cloudpos5_x>
<cloudpos5_y>
<use>/local-weather/cloud-shadows/cloudpos-y[4]</use>
</cloudpos5_y>
<cloudpos6_x>
<use>/local-weather/cloud-shadows/cloudpos-x[5]</use>
</cloudpos6_x>
<cloudpos6_y>
<use>/local-weather/cloud-shadows/cloudpos-y[5]</use>
</cloudpos6_y>
<cloudpos7_x>
<use>/local-weather/cloud-shadows/cloudpos-x[6]</use>
</cloudpos7_x>
<cloudpos7_y>
<use>/local-weather/cloud-shadows/cloudpos-y[6]</use>
</cloudpos7_y>
<cloudpos8_x>
<use>/local-weather/cloud-shadows/cloudpos-x[7]</use>
</cloudpos8_x>
<cloudpos8_y>
<use>/local-weather/cloud-shadows/cloudpos-y[7]</use>
</cloudpos8_y>
<cloudpos9_x>
<use>/local-weather/cloud-shadows/cloudpos-x[8]</use>
</cloudpos9_x>
<cloudpos9_y>
<use>/local-weather/cloud-shadows/cloudpos-y[8]</use>
</cloudpos9_y>
<cloudpos10_x>
<use>/local-weather/cloud-shadows/cloudpos-x[9]</use>
</cloudpos10_x>
<cloudpos10_y>
<use>/local-weather/cloud-shadows/cloudpos-y[9]</use>
</cloudpos10_y>
<cloudpos11_x>
<use>/local-weather/cloud-shadows/cloudpos-x[10]</use>
</cloudpos11_x>
<cloudpos11_y>
<use>/local-weather/cloud-shadows/cloudpos-y[10]</use>
</cloudpos11_y>
<cloudpos12_x>
<use>/local-weather/cloud-shadows/cloudpos-x[11]</use>
</cloudpos12_x>
<cloudpos12_y>
<use>/local-weather/cloud-shadows/cloudpos-y[11]</use>
</cloudpos12_y>
<cloudpos13_x>
<use>/local-weather/cloud-shadows/cloudpos-x[12]</use>
</cloudpos13_x>
<cloudpos13_y>
<use>/local-weather/cloud-shadows/cloudpos-y[12]</use>
</cloudpos13_y>
<cloudpos14_x>
<use>/local-weather/cloud-shadows/cloudpos-x[13]</use>
</cloudpos14_x>
<cloudpos14_y>
<use>/local-weather/cloud-shadows/cloudpos-y[13]</use>
</cloudpos14_y>
<cloudpos15_x>
<use>/local-weather/cloud-shadows/cloudpos-x[14]</use>
</cloudpos15_x>
<cloudpos15_y>
<use>/local-weather/cloud-shadows/cloudpos-y[14]</use>
</cloudpos15_y>
<cloudpos16_x>
<use>/local-weather/cloud-shadows/cloudpos-x[15]</use>
</cloudpos16_x>
<cloudpos16_y>
<use>/local-weather/cloud-shadows/cloudpos-y[15]</use>
</cloudpos16_y>
<cloudpos17_x>
<use>/local-weather/cloud-shadows/cloudpos-x[16]</use>
</cloudpos17_x>
<cloudpos17_y>
<use>/local-weather/cloud-shadows/cloudpos-y[16]</use>
</cloudpos17_y>
<cloudpos18_x>
<use>/local-weather/cloud-shadows/cloudpos-x[17]</use>
</cloudpos18_x>
<cloudpos18_y>
<use>/local-weather/cloud-shadows/cloudpos-y[17]</use>
</cloudpos18_y>
<cloudpos19_x>
<use>/local-weather/cloud-shadows/cloudpos-x[18]</use>
</cloudpos19_x>
<cloudpos19_y>
<use>/local-weather/cloud-shadows/cloudpos-y[18]</use>
</cloudpos19_y>
<cloudpos20_x>
<use>/local-weather/cloud-shadows/cloudpos-x[19]</use>
</cloudpos20_x>
<cloudpos20_y>
<use>/local-weather/cloud-shadows/cloudpos-y[19]</use>
</cloudpos20_y>
<cloudpos_n_x>
<use>/local-weather/cloud-shadows/nearest-cloudpos-x</use>
</cloudpos_n_x>
<cloudpos_n_y>
<use>/local-weather/cloud-shadows/nearest-cloudpos-y</use>
</cloudpos_n_y>
<cloud_shadow_flag>
<use>/local-weather/cloud-shadows/cloud-shadow-flag</use>
</cloud_shadow_flag>
<!-- BEGIN shadows include -->
<shadows_enabled>
<use>/sim/rendering/als/shadows/enabled</use>
</shadows_enabled>
<sun_atlas_size>
<use>/sim/rendering/als/shadows/sun-atlas-size</use>
</sun_atlas_size>
<!-- END shadows include -->
</parameters>
<!-- put techniques at a "high" index to allow derived effects to
insert their own techniques first. -->
<technique n="5">
<predicate>
<and>
<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>
<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>ambient-and-diffuse</color-mode>
</material>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>-1</bin-number>
<bin-name>RenderBin</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>
<internal-format><use>texture[0]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/Default/include_fog.vert</vertex-shader>
<vertex-shader n="1">Shaders/Default/default.vert</vertex-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/Default/terrain-nocolor.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass> -->
<pass>
<lighting>true</lighting>
<material>
<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>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>nearest</filter>
<mag-filter>nearest</mag-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>
<mipmap-control>
<r>max</r>
<g>max</g>
<b>max</b>
</mipmap-control>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[1]/image</use>
</image>
<filter>nearest-mipmap-nearest</filter>
<mag-filter>nearest-mipmap-nearest</mag-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>2</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>3</unit>
<image>
<use>texture[3]/image</use>
</image>
<filter>
<use>texture[3]/filter</use>
</filter>
<wrap-s>
<use>texture[3]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[3]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>4</unit>
<image>
<use>texture[4]/image</use>
</image>
<filter>
<use>texture[4]/filter</use>
</filter>
<wrap-s>
<use>texture[4]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[4]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/generic-ALS-base.vert</vertex-shader>
<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
<fragment-shader>Shaders/ws30.frag</fragment-shader>
<fragment-shader>Shaders/hazes.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.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>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>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</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_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>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</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>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>
<uniform>
<name>landclass</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>atlas</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>city</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>forest</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>water</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value>
<!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<!-- BEGIN shadows include -->
<uniform>
<name>shadow_tex</name>
<type>sampler-2d</type>
<value type="int">10</value>
</uniform>
<uniform>
<name>shadows_enabled</name>
<type>bool</type>
<value>
<use>shadows_enabled</use>
</value>
</uniform>
<uniform>
<name>sun_atlas_size</name>
<type>int</type>
<value>
<use>sun_atlas_size</use>
</value>
</uniform>
<!-- END shadows include -->
<depth>
<function>lequal</function>
<!-- <write-mask type="bool">false</write-mask> -->
</depth>
</pass>
</technique>
</PropertyList>