1e66c4104a
- Terrain and clouds and now rendered on the envmap, with correct aerial perspective. - Each face is rendered on a separate frame to help with performance. - All faces are updated every 1.5 minutes. This can be changed through a property.
558 lines
19 KiB
XML
558 lines
19 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/cloud-static</name>
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<parameters>
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<texture n ="0">
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</texture>
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
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<altitude><use>/sim/rendering/eye-altitude-m</use></altitude>
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<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
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<moonlight><use>/environment/moonlight</use></moonlight>
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<ring-factor><use>/environment/scattering-phenomena/ring-factor</use></ring-factor>
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<rainbow-factor><use>/environment/scattering-phenomena/rainbow-factor</use></rainbow-factor>
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<use_filtering><use>/sim/rendering/als-filters/use-filtering</use></use_filtering>
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<gamma><use>/sim/rendering/als-filters/gamma</use></gamma>
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<brightness><use>/sim/rendering/als-filters/brightness</use></brightness>
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<delta_T><use>/environment/surface/delta-T-cloud</use></delta_T>
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<fact_grey><use>/sim/rendering/als-filters/grey-factor</use></fact_grey>
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<fact_black><use>/sim/rendering/als-filters/black-factor</use></fact_black>
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<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
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<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
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<display_xsize><use>/sim/startup/xsize</use></display_xsize>
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<display_ysize><use>/sim/startup/ysize</use></display_ysize>
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<!-- exposure.glsl -->
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<exposure-compensation>
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<use>/sim/rendering/hdr/exposure-compensation</use>
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</exposure-compensation>
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<!-- atmos.glsl -->
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<aerosol-absorption-cross-section type="vec4d">
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<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[0]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[1]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[2]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[3]</use>
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</aerosol-absorption-cross-section>
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<aerosol-scattering-cross-section type="vec4d">
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<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[0]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[1]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[2]</use>
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<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[3]</use>
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</aerosol-scattering-cross-section>
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<aerosol-base-density>
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<use>/sim/rendering/hdr/atmos/aerosol-base-density</use>
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</aerosol-base-density>
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<aerosol-relative-background-density>
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<use>/sim/rendering/hdr/atmos/aerosol-relative-background-density</use>
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</aerosol-relative-background-density>
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<aerosol-scale-height>
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<use>/sim/rendering/hdr/atmos/aerosol-scale-height</use>
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</aerosol-scale-height>
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<fog-density>
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<use>/sim/rendering/hdr/atmos/fog-density</use>
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</fog-density>
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<fog-scale-height>
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<use>/sim/rendering/hdr/atmos/fog-scale-height</use>
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</fog-scale-height>
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<ozone-mean-dobson>
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<use>/sim/rendering/hdr/atmos/ozone-mean-dobson</use>
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</ozone-mean-dobson>
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<ground-albedo type="vec4d">
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<use>/sim/rendering/hdr/atmos/ground-albedo[0]</use>
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<use>/sim/rendering/hdr/atmos/ground-albedo[1]</use>
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<use>/sim/rendering/hdr/atmos/ground-albedo[2]</use>
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<use>/sim/rendering/hdr/atmos/ground-albedo[3]</use>
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</ground-albedo>
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</parameters>
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<technique n="8">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<property>/sim/rendering/clouds3d-enable</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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</less-equal>
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<less-equal>
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<value type="float">1.0</value>
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<float-property>/sim/rendering/shaders/clouds</float-property>
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</less-equal>
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</and>
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</predicate>
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<pass n="0">
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<!-- This is apparently not used, so maybe we'll blow it way soon. -->
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<lighting>true</lighting>
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<material>
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<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
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<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
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<color-mode>off</color-mode>
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</material>
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<alpha-test>
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<comparison>greater</comparison>
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<reference type="float">0.01</reference>
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</alpha-test>
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<shade-model>smooth</shade-model>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<render-bin>
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<bin-number>9</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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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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<!--<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>-->
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</texture-unit>
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<program>
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<vertex-shader>Shaders/cloud-static-ALS-detailed.vert</vertex-shader>
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<fragment-shader>Shaders/cloud-static-ALS-detailed.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>baseTexture</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>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>altitude</name>
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<type>float</type>
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<value><use>altitude</use></value>
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</uniform>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>moonlight</name>
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<type>float</type>
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<value><use>moonlight</use></value>
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</uniform>
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<uniform>
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<name>ring_factor</name>
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<type>float</type>
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<value><use>ring-factor</use></value>
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</uniform>
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<uniform>
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<name>rainbow_factor</name>
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<type>float</type>
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<value><use>rainbow-factor</use></value>
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</uniform>
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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>fact_grey</name>
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<type>float</type>
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<value><use>fact_grey</use></value>
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</uniform>
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<uniform>
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<name>fact_black</name>
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<type>float</type>
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<value><use>fact_black</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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<vertex-program-two-side>true</vertex-program-two-side>
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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/skydome</property>
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<property>/sim/rendering/clouds3d-enable</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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</less-equal>
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</and>
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</predicate>
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<pass n="0">
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<!-- This is apparently not used, so maybe we'll blow it way soon. -->
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<lighting>true</lighting>
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<material>
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<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
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<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
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<color-mode>off</color-mode>
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</material>
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<alpha-test>
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<comparison>greater</comparison>
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<reference type="float">0.01</reference>
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</alpha-test>
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<shade-model>smooth</shade-model>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<render-bin>
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<bin-number>9</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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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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<!--<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>-->
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</texture-unit>
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<program>
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<vertex-shader>Shaders/cloud-static-ALS.vert</vertex-shader>
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<vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/cloud-static-ALS.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>baseTexture</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>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>altitude</name>
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<type>float</type>
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<value><use>altitude</use></value>
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</uniform>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>moonlight</name>
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<type>float</type>
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<value><use>moonlight</use></value>
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</uniform>
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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>fact_grey</name>
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<type>float</type>
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<value><use>fact_grey</use></value>
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</uniform>
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<uniform>
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<name>fact_black</name>
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<type>float</type>
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<value><use>fact_black</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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<vertex-program-two-side>true</vertex-program-two-side>
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</pass>
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</technique>
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/clouds3d-enable</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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</less-equal>
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</and>
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</predicate>
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<pass n="0">
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<!-- This is apparently not used, so maybe we'll blow it way soon. -->
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<lighting>true</lighting>
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<material>
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<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
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<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
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<color-mode>off</color-mode>
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</material>
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<alpha-test>
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<comparison>greater</comparison>
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<reference type="float">0.01</reference>
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</alpha-test>
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<shade-model>smooth</shade-model>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<render-bin>
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<bin-number>9</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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|
<texture-unit>
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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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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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<!--<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>-->
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</texture-unit>
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<program>
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<vertex-shader>Shaders/cloud-static.vert</vertex-shader>
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<fragment-shader>Shaders/cloud-static.frag</fragment-shader>
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</program>
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<uniform>
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<name>baseTexture</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>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>altitude</name>
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<type>float</type>
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<value><use>altitude</use></value>
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</uniform>
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<vertex-program-two-side>true</vertex-program-two-side>
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</pass>
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</technique>
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<technique n="109">
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<scheme>hdr-geometry</scheme>
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</technique>
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<technique n="129">
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<scheme>hdr-forward</scheme>
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<pass>
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<!-- Reverse floating point depth buffer -->
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<depth>
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<function>gequal</function>
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<near>1.0</near>
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<far>0.0</far>
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<write-mask>false</write-mask>
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</depth>
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<texture-unit>
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<unit>0</unit>
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<type>2d</type>
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<image><use>texture[0]/image</use></image>
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<wrap-s>clamp-to-border</wrap-s>
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<wrap-t>clamp-to-border</wrap-t>
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</texture-unit>
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<blend>1</blend>
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<rendering-hint>transparent</rendering-hint>
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<program>
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<vertex-shader>Shaders/HDR/cloud_static.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/cloud_static_common.vert</vertex-shader>
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<vertex-shader>Shaders/HDR/sun.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/aerial_perspective.glsl</vertex-shader>
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<vertex-shader>Shaders/HDR/atmos_spectral.glsl</vertex-shader>
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<fragment-shader>Shaders/HDR/3dcloud.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/3dcloud_common.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
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</program>
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<uniform>
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<name>base_tex</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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<!-- aerial_perspective.glsl -->
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<uniform>
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<name>aerial_perspective_tex</name>
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<type>sampler-2d</type>
|
|
<value type="int">11</value>
|
|
</uniform>
|
|
<!-- sun.glsl -->
|
|
<uniform>
|
|
<name>transmittance_tex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">12</value>
|
|
</uniform>
|
|
<!-- exposure.glsl -->
|
|
<uniform>
|
|
<name>lum_tex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">14</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>exposure_compensation</name>
|
|
<type>float</type>
|
|
<value><use>exposure-compensation</use></value>
|
|
</uniform>
|
|
</pass>
|
|
</technique>
|
|
|
|
<technique n="139">
|
|
<scheme>hdr-envmap</scheme>
|
|
<pass>
|
|
<depth>
|
|
<write-mask>false</write-mask>
|
|
</depth>
|
|
<texture-unit>
|
|
<unit>0</unit>
|
|
<type>2d</type>
|
|
<image><use>texture[0]/image</use></image>
|
|
<wrap-s>clamp-to-border</wrap-s>
|
|
<wrap-t>clamp-to-border</wrap-t>
|
|
</texture-unit>
|
|
<blend>1</blend>
|
|
<rendering-hint>transparent</rendering-hint>
|
|
<program>
|
|
<vertex-shader>Shaders/HDR/cloud_static_envmap.vert</vertex-shader>
|
|
<vertex-shader>Shaders/HDR/cloud_static_common.vert</vertex-shader>
|
|
<vertex-shader>Shaders/HDR/math.glsl</vertex-shader>
|
|
<vertex-shader>Shaders/HDR/sun.glsl</vertex-shader>
|
|
<vertex-shader>Shaders/HDR/aerial_perspective_envmap.glsl</vertex-shader>
|
|
<vertex-shader>Shaders/HDR/atmos.glsl</vertex-shader>
|
|
<vertex-shader>Shaders/HDR/atmos_spectral.glsl</vertex-shader>
|
|
<fragment-shader>Shaders/HDR/3dcloud_envmap.frag</fragment-shader>
|
|
<fragment-shader>Shaders/HDR/3dcloud_common.frag</fragment-shader>
|
|
<fragment-shader>Shaders/HDR/aerial_perspective_envmap.glsl</fragment-shader>
|
|
</program>
|
|
<uniform>
|
|
<name>base_tex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<!-- sun.glsl -->
|
|
<!-- aerial_perspective_envmap.glsl -->
|
|
<uniform>
|
|
<name>transmittance_tex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">12</value>
|
|
</uniform>
|
|
<!-- atmos.glsl -->
|
|
<uniform>
|
|
<name>aerosol_absorption_cross_section</name>
|
|
<type>float-vec4</type>
|
|
<value><use>aerosol-absorption-cross-section</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>aerosol_scattering_cross_section</name>
|
|
<type>float-vec4</type>
|
|
<value><use>aerosol-scattering-cross-section</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>aerosol_base_density</name>
|
|
<type>float</type>
|
|
<value><use>aerosol-base-density</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>aerosol_relative_background_density</name>
|
|
<type>float</type>
|
|
<value><use>aerosol-relative-background-density</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>aerosol_scale_height</name>
|
|
<type>float</type>
|
|
<value><use>aerosol-scale-height</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fog_density</name>
|
|
<type>float</type>
|
|
<value><use>fog-density</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fog_scale_height</name>
|
|
<type>float</type>
|
|
<value><use>fog-scale-height</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>ozone_mean_dobson</name>
|
|
<type>float</type>
|
|
<value><use>ozone-mean-dobson</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>ground_albedo</name>
|
|
<type>float-vec4</type>
|
|
<value><use>ground-albedo</use></value>
|
|
</uniform>
|
|
</pass>
|
|
</technique>
|
|
</PropertyList>
|