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fgdata/Effects/herbtundra.eff
Fernando García Liñán a3a8f9123e Make Compositor default
- Remove all Compositor Effects and Shaders.
- Unify the low-spec and ALS pipelines in a single pipeline called 'Classic'.
- Readd shadow mapping.
- Move the WS30 Effect and fragment shader out of the Compositor-specific directories.
2020-11-16 13:46:30 +01:00

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/herbtundra</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="2">
<image>Textures/Terrain/rock.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="3">
<image>Textures/Terrain/forest-colors.png</image>
<type>1d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>mirror</wrap-s>
<internal-format>normalized</internal-format>
</texture>
<texture n="4">
<image>Textures/Terrain/forest.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="5">
<image>Textures/Terrain/forest-relief.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>
<snow-level><use>/environment/snow-level-m</use></snow-level>
<depth-factor type="float">0.01</depth-factor>
<canopy-height type="float">15.0</canopy-height>
<!-- sets the season color -->
<season-red type="float">0.12</season-red>
<season-green type="float">0.86</season-green>
<season-blue type="float">0.22</season-blue>
<!-- end season color -->
<!--fog include-->
<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>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
<quality-level><use>/sim/rendering/shaders/transition</use></quality-level>
</parameters>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/transition</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>
<lighting>true</lighting>
<!-- Use material values that are either inherited from the
terrain-default effect or supplied by an effect derived
from this one e.g., one created in the materials library. -->
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<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>
<type>noise</type>
</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>
<texture-unit>
<unit>3</unit>
<image><use>texture[3]/image</use></image>
<type><use>texture[3]/type</use></type>
<filter><use>texture[3]/filter</use></filter>
<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image><use>texture[4]/image</use></image>
<type><use>texture[4]/type</use></type>
<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>
<texture-unit>
<unit>5</unit>
<image><use>texture[5]/image</use></image>
<type><use>texture[5]/type</use></type>
<filter><use>texture[5]/filter</use></filter>
<wrap-s><use>texture[5]/wrap-s</use></wrap-s>
<wrap-t><use>texture[5]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[5]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader n="1">Shaders/forest.vert</vertex-shader>
<vertex-shader n="2">Shaders/shadows-include.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>SampleTex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>SampleTex2</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>ColorsTex</name>
<type>sampler-1d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value><use>depth-factor</use></value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value><use>snow-level</use></value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value><use>quality-level</use></value>
</uniform>
<uniform>
<name>red</name>
<type>float</type>
<value><use>season-red</use></value>
</uniform>
<uniform>
<name>green</name>
<type>float</type>
<value><use>season-green</use></value>
</uniform>
<uniform>
<name>blue</name>
<type>float</type>
<value><use>season-blue</use></value>
</uniform>
<uniform>
<name>alpha</name>
<type>float</type>
<value>0.0</value>
</uniform>
<!-- BEGIN fog include -->
<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>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
<!-- 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 -->
</pass>
</technique>
</PropertyList>