f6f433529f
Talking with Emilian about this commit, we came to the conclusion we don't want share uniform between .eff file This reverts commit 91a6a27f32ee5f79e1d7e0d4570e879a902de58f.
99 lines
3.2 KiB
XML
99 lines
3.2 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<!-- Bump and specular effect
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parameters :
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texture[0] -> colormap
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texture[2] -> normal map + specularity in alpha channel
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eg :
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in model.xml :
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<effect>
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<inherits-from>Aircraft/A320/Models/Effects/bumpspec</inherits-from>
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<object-name>Fuselage</object-name>
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</effect>
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in Aircraft/A320/Models/Effects/a320_bumpspec.eff ( or whatever, private to the model )
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<PropertyList>
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<name>Aircraft/A320/Models/Effects/a320_bumpspec</name>
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<inherits-from>Effects/bumpspec</inherits-from>
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<parameters>
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<texture n="2">
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<image>Aircraft/A320/Models/Effects/textures/a320_normals.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>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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</parameters>
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</PropertyList>
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-->
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<PropertyList>
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<name>Effects/bumpspec</name>
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<inherits-from>Effects/model-default</inherits-from>
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<generate>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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</generate>
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<technique n="11"> <!-- This number should be the same than the second technique in model-default -->
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<predicate>
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<and>
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<property>/sim/rendering/shaders/quality-level</property>
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<property>/sim/rendering/shaders/model</property>
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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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<texture-unit>
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<unit>0</unit>
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<image><use>texture[0]/image</use></image>
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<type><use>texture[0]/type</use></type>
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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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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<image><use>texture[2]/image</use></image>
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<type><use>texture[2]/type</use></type>
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<filter><use>texture[2]/filter</use></filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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<internal-format><use>texture[2]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader n="1">Shaders/bumpspec.vert</vertex-shader>
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<fragment-shader n="1">Shaders/bumpspec.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>
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</program>
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<uniform>
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<name>tex_color</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>tex_normal</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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