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fgdata/Effects/bumpspec.eff
Clément de l'Hamaide f6f433529f Revert "UniformFactory: merge current uniform per <name> of effect"
Talking with Emilian about this commit, we came to the conclusion we don't want share uniform between .eff file
This reverts commit 91a6a27f32ee5f79e1d7e0d4570e879a902de58f.
2014-11-16 22:09:41 +01:00

99 lines
3.2 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<!-- Bump and specular effect
parameters :
texture[0] -> colormap
texture[2] -> normal map + specularity in alpha channel
eg :
in model.xml :
<effect>
<inherits-from>Aircraft/A320/Models/Effects/bumpspec</inherits-from>
<object-name>Fuselage</object-name>
</effect>
in Aircraft/A320/Models/Effects/a320_bumpspec.eff ( or whatever, private to the model )
<PropertyList>
<name>Aircraft/A320/Models/Effects/a320_bumpspec</name>
<inherits-from>Effects/bumpspec</inherits-from>
<parameters>
<texture n="2">
<image>Aircraft/A320/Models/Effects/textures/a320_normals.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
</parameters>
</PropertyList>
-->
<PropertyList>
<name>Effects/bumpspec</name>
<inherits-from>Effects/model-default</inherits-from>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="11"> <!-- This number should be the same than the second technique in model-default -->
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/model</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>
<texture-unit>
<unit>0</unit>
<image><use>texture[0]/image</use></image>
<type><use>texture[0]/type</use></type>
<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>
<type><use>texture[2]/type</use></type>
<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>
<program>
<vertex-shader n="1">Shaders/bumpspec.vert</vertex-shader>
<fragment-shader n="1">Shaders/bumpspec.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
<name>tex_color</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>tex_normal</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
</pass>
</technique>
</PropertyList>