516 lines
12 KiB
XML
516 lines
12 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/flutter</name>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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<vertex-program-two-side type="bool">true</vertex-program-two-side>
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<material>
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<color-mode-uniform>1</color-mode-uniform>
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<!-- DIFFUSE -->
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</material>
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<shade-model>smooth</shade-model>
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<!-- unused ?
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<wind-speed>
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<!- -<use>/environment/Vinson/rel-wind-speed-kts</use>- ->
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<use>/environment/config/boundary/entry[0]/wind-speed-kt</use>
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</wind-speed>
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-->
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<offset>0.0</offset>
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<amplitude-factor>0.08</amplitude-factor>
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<windE>
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<use>/environment/sea/surface/wind-from-east-fps</use>
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</windE>
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<windN>
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<use>/environment/sea/surface/wind-from-north-fps</use>
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</windN>
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<speed-kt>0.0</speed-kt>
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<heading-deg>0.0</heading-deg>
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<!-- fog include -->
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<visibility>
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<use>/environment/ground-visibility-m</use>
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</visibility>
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<avisibility>
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<use>/environment/visibility-m</use>
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</avisibility>
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<lthickness>
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<use>/environment/ground-haze-thickness-m</use>
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</lthickness>
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<scattering>
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<use>/rendering/scene/scattering</use>
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</scattering>
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<terminator>
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<use>/environment/terminator-relative-position-m</use>
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</terminator>
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<fogtype>
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<use>/sim/rendering/shaders/skydome</use>
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</fogtype>
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<!-- END fog include -->
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</parameters>
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<technique n="3">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</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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<lighting>true</lighting>
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<material>
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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<active>
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<use>blend/active</use>
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</active>
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<source>
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<use>blend/source</use>
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</source>
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<destination>
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<use>blend/destination</use>
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</destination>
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</blend>
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<shade-model>
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<use>shade-model</use>
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</shade-model>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
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<texture-unit>
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<!-- The texture unit is always active because the shaders expect
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that. -->
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<unit>0</unit>
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<!-- If there is a texture, the type in the derived effect
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will be "2d". -->
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<type>
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<use>texture[0]/type</use>
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</type>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<type>noise</type>
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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/flutter-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/terrain-ALS-base.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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</program>
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<uniform>
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<name>colorMode</name>
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<type>int</type>
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<value>
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<use>material/color-mode-uniform</use>
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</value>
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</uniform>
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<uniform>
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<name>Offset</name>
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<type>float</type>
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<value>
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<use>offset</use>
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</value>
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</uniform>
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<uniform>
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<name>AmpFactor</name>
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<type>float</type>
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<value>
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<use>amplitude-factor</use>
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</value>
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</uniform>
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<uniform>
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<name>Noise</name>
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<type>sampler-3d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>WindE</name>
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<type>float</type>
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<value>
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<use>windE</use>
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</value>
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</uniform>
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<uniform>
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<name>WindN</name>
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<type>float</type>
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<value>
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<use>windN</use>
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</value>
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</uniform>
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<uniform>
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<name>spd</name>
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<type>float</type>
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<value>
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<use>speed-kt</use>
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</value>
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</uniform>
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<uniform>
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<name>hdg</name>
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<type>float</type>
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<value>
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<use>heading-deg</use>
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</value>
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</uniform>
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<!-- BEGIN fog include -->
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value>
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<use>avisibility</use>
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</value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value>
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<use>lthickness</use>
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</value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value>
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<use>scattering</use>
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</value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value>
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<use>terminator</use>
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</value>
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</uniform>
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<uniform>
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<name>fogType</name>
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<type>int</type>
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<value>
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<use>fogtype</use>
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</value>
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</uniform>
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<!-- filtering -->
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<uniform>
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<name>gamma</name>
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<type>float</type>
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<value><use>gamma</use></value>
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</uniform>
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<uniform>
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<name>brightness</name>
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<type>float</type>
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<value><use>brightness</use></value>
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</uniform>
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<uniform>
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<name>use_filtering</name>
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<type>bool</type>
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<value><use>use_filtering</use></value>
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</uniform>
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<uniform>
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<name>use_night_vision</name>
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<type>bool</type>
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<value><use>use_night_vision</use></value>
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</uniform>
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<uniform>
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<name>use_IR_vision</name>
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<type>bool</type>
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<value><use>use_IR_vision</use></value>
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</uniform>
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<uniform>
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<name>delta_T</name>
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<type>float</type>
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<value><use>delta_T</use></value>
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</uniform>
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<uniform>
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<name>display_xsize</name>
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<type>int</type>
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<value><use>display_xsize</use></value>
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</uniform>
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<uniform>
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<name>display_ysize</name>
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<type>int</type>
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<value><use>display_ysize</use></value>
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</uniform>
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<!-- END fog include -->
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</pass>
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</technique>
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<technique n="9">
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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/generic</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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<lighting>true</lighting>
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<material>
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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<active>
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<use>blend/active</use>
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</active>
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<source>
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<use>blend/source</use>
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</source>
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<destination>
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<use>blend/destination</use>
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</destination>
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</blend>
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<shade-model>
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<use>shade-model</use>
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</shade-model>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
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<texture-unit>
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<!-- The texture unit is always active because the shaders expect
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that. -->
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<unit>0</unit>
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<!-- If there is a texture, the type in the derived effect
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will be "2d". -->
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<type>
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<use>texture[0]/type</use>
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</type>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<!--
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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-->
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<type>noise</type>
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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
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<vertex-shader n="1">Shaders/flutter.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/default.frag</fragment-shader>
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</program>
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<!--<uniform>
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<name>texture</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>colorMode</name>
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<type>int</type>
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<value>
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<use>material/color-mode-uniform</use>
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</value>
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</uniform>
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<!-- uniform> unused?
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<name>WindSpeed</name>
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<type>float</type>
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<value>
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<use>wind-speed</use>
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</value>
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</uniform-->
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<uniform>
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<name>Offset</name>
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<type>float</type>
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<value>
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<use>offset</use>
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</value>
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</uniform>
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<uniform>
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<name>AmpFactor</name>
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<type>float</type>
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<value>
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<use>amplitude-factor</use>
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</value>
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</uniform>
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<uniform>
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<name>Noise</name>
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<type>sampler-3d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>WindE</name>
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<type>float</type>
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<value>
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<use>windE</use>
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</value>
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</uniform>
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<uniform>
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<name>WindN</name>
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<type>float</type>
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<value>
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<use>windN</use>
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</value>
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</uniform>
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<uniform>
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<name>spd</name>
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<type>float</type>
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<value>
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<use>speed-kt</use>
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</value>
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</uniform>
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<uniform>
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<name>hdg</name>
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<type>float</type>
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<value>
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<use>heading-deg</use>
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</value>
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</uniform>
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<!-- BEGIN fog include -->
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value>
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<use>avisibility</use>
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</value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value>
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<use>lthickness</use>
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</value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value>
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<use>scattering</use>
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</value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value>
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<use>terminator</use>
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</value>
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</uniform>
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<uniform>
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<name>fogType</name>
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<type>int</type>
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<value>
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<use>fogtype</use>
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</value>
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</uniform>
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<!-- END fog include -->
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</pass>
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</technique>
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</PropertyList>
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