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fgdata/Effects/model-interior-display.eff
2020-11-17 17:21:01 +01:00

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/model-interior-display</name>
<inherits-from>Effects/model-interior</inherits-from>
<parameters>
<texture n="5">
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
<internal-format>normalized</internal-format>
<image>Aircraft/Generic/Effects/dust-effect-overlay.png</image>
</texture>
<sample-res>0.0007</sample-res>
<dirt-factor>3.0</dirt-factor>
<contrast>1.0</contrast>
</parameters>
<technique n="2">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<less-equal>
<value type="float">2.0</value>
<float-property>/sim/rendering/shaders/model</float-property>
</less-equal>
<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>
<material>
<active><use>material/active</use></active>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode><use>material/color-mode</use></color-mode>
</material>
<blend>
<active><use>blend/active</use></active>
<source><use>blend/source</use></source>
<destination><use>blend/destination</use></destination>
</blend>
<shade-model><use>shade-model</use></shade-model>
<cull-face><use>cull-face</use></cull-face>
<rendering-hint><use>rendering-hint</use></rendering-hint>
<texture-unit>
<unit>0</unit>
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<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>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type><use>texture[3]/type</use></type>
<image><use>texture[3]/image</use></image>
<filter><use>texture[3]/filter</use></filter>
<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type><use>texture[4]/type</use></type>
<images><use>texture[4]/images</use></images>
</texture-unit>
<texture-unit>
<unit>5</unit>
<type><use>texture[5]/type</use></type>
<image><use>texture[5]/image</use></image>
<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>
</texture-unit>
<texture-unit>
<unit>7</unit>
<type><use>texture[7]/type</use></type>
<image><use>texture[7]/image</use></image>
<filter><use>texture[7]/filter</use></filter>
<wrap-s><use>texture[7]/wrap-s</use></wrap-s>
<wrap-t><use>texture[7]/wrap-t</use></wrap-t>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/model-interior-ALS-detailed.vert</vertex-shader>
<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
<fragment-shader>Shaders/model-interior-display-ALS.frag</fragment-shader>
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
</program>
<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>ground_scattering</name>
<type>float</type>
<value><use>ground_scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value><use>terrain_alt</use></value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value><use>overcast</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>offset_vec</name>
<type>float-vec3</type>
<value><use>opacity-cube-center</use></value>
</uniform>
<uniform>
<name>scale_vec</name>
<type>float-vec3</type>
<value><use>opacity-cube-scale</use></value>
</uniform>
<uniform>
<name>angle</name>
<type>float</type>
<value><use>opacity-cube-angle</use></value>
</uniform>
<uniform>
<name>tag_color</name>
<type>float-vec3</type>
<value><use>implicit-lightmap-tag-color</use></value>
</uniform>
<uniform>
<name>emit_color</name>
<type>float-vec3</type>
<value><use>implicit-lightmap-emit-color</use></value>
</uniform>
<uniform>
<name>light_filter_one</name>
<type>float-vec3</type>
<value><use>light-filter-one</use></value>
</uniform>
<uniform>
<name>light_filter_two</name>
<type>float-vec3</type>
<value><use>light-filter-two</use></value>
</uniform>
<uniform>
<name>light_radius</name>
<type>float</type>
<value><use>light-radius</use></value>
</uniform>
<uniform>
<name>threshold_low</name>
<type>float</type>
<value><use>implicit-lightmap-threshold-low</use></value>
</uniform>
<uniform>
<name>threshold_high</name>
<type>float</type>
<value><use>implicit-lightmap-threshold-high</use></value>
</uniform>
<uniform>
<name>emit_intensity</name>
<type>float</type>
<value><use>implicit-lightmap-intensity</use></value>
</uniform>
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value><use>view_pitch_offset</use></value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value><use>view_heading_offset</use></value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value><use>view_fov</use></value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value><use>display_xsize</use></value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value><use>display_ysize</use></value>
</uniform>
<uniform>
<name>lightmap_r_factor</name>
<type>float</type>
<value><use>lightmap-factor[0]</use></value>
</uniform>
<uniform>
<name>lightmap_r_color</name>
<type>float-vec3</type>
<value><use>lightmap-color[0]</use></value>
</uniform>
<uniform>
<name>lightmap_g_factor</name>
<type>float</type>
<value><use>lightmap-factor[1]</use></value>
</uniform>
<uniform>
<name>lightmap_g_color</name>
<type>float-vec3</type>
<value><use>lightmap-color[1]</use></value>
</uniform>
<uniform>
<name>lightmap_b_factor</name>
<type>float</type>
<value><use>lightmap-factor[2]</use></value>
</uniform>
<uniform>
<name>lightmap_b_color</name>
<type>float-vec3</type>
<value><use>lightmap-color[2]</use></value>
</uniform>
<uniform>
<name>lightmap_a_factor</name>
<type>float</type>
<value><use>lightmap-factor[3]</use></value>
</uniform>
<uniform>
<name>lightmap_a_color</name>
<type>float-vec3</type>
<value><use>lightmap-color[3]</use></value>
</uniform>
<uniform>
<name>grain_magnification</name>
<type>float</type>
<value><use>grain-magnification</use></value>
</uniform>
<uniform>
<name>irradiance_map_strength</name>
<type>float</type>
<value><use>irradiance-map-strength</use></value>
</uniform>
<uniform>
<name>ra_irradiance_map_strength</name>
<type>float</type>
<value><use>ra-irradiance-map-strength</use></value>
</uniform>
<uniform>
<name>residual_ambience_r</name>
<type>float</type>
<value><use>residual-ambience-r</use></value>
</uniform>
<uniform>
<name>residual_ambience_g</name>
<type>float</type>
<value><use>residual-ambience-g</use></value>
</uniform>
<uniform>
<name>residual_ambience_b</name>
<type>float</type>
<value><use>residual-ambience-b</use></value>
</uniform>
<uniform>
<name>sample_res</name>
<type>float</type>
<value><use>sample-res</use></value>
</uniform>
<uniform>
<name>dirt_factor</name>
<type>float</type>
<value><use>dirt-factor</use></value>
</uniform>
<uniform>
<name>contrast</name>
<type>float</type>
<value><use>contrast</use></value>
</uniform>
<!-- filtering -->
<uniform>
<name>gamma</name>
<type>float</type>
<value><use>gamma</use></value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value><use>brightness</use></value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value><use>use_filtering</use></value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value><use>use_night_vision</use></value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value><use>use_IR_vision</use></value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value><use>delta_T</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>lightmap_texture</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>cube_texture</name>
<type>sampler-cube</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>dust_texture</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>grain_texture</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value><use>material/color-mode-uniform</use></value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value><use>quality_level</use></value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value><use>tquality_level</use></value>
</uniform>
<uniform>
<name>implicit_lightmap_enabled</name>
<type>int</type>
<value><use>implicit-lightmap-enabled</use></value>
</uniform>
<uniform>
<name>use_flashlight</name>
<type>int</type>
<value><use>use-flashlight</use></value>
</uniform>
<uniform>
<name>lightmap_enabled</name>
<type>int</type>
<value><use>lightmap-enabled</use></value>
</uniform>
<uniform>
<name>lightmap_multi</name>
<type>int</type>
<value><use>lightmap-multi</use></value>
</uniform>
<uniform>
<name>irradiance_map_type</name>
<type>int</type>
<value><use>irradiance-map-type</use></value>
</uniform>
<uniform>
<name>ra_irradiance_map_type</name>
<type>int</type>
<value><use>ra-irradiance-map-type</use></value>
</uniform>
<uniform>
<name>grain_texture_enabled</name>
<type>int</type>
<value><use>grain-texture-enabled</use></value>
</uniform>
<!-- 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 -->
<uniform>
<name>shadow_mapping_enabled</name>
<type>bool</type>
<value>
<use>shadow-mapping-enabled</use>
</value>
</uniform>
</pass>
</technique>
<!-- <technique n="4">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</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>
<material>
<active><use>material/active</use></active>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode><use>material/color-mode</use></color-mode>
</material>
<blend>
<active><use>blend/active</use></active>
<source><use>blend/source</use></source>
<destination><use>blend/destination</use></destination>
</blend>
<shade-model><use>shade-model</use></shade-model>
<cull-face><use>cull-face</use></cull-face>
<rendering-hint><use>rendering-hint</use></rendering-hint>
<texture-unit>
<unit>0</unit>
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<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>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type><use>texture[4]/type</use></type>
<images><use>texture[4]/images</use></images>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/generic-ALS-base.vert</vertex-shader>
<fragment-shader>Shaders/model-interior-ALS-base.frag</fragment-shader>
<fragment-shader>Shaders/hazes.frag</fragment-shader>
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
</program>
<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>ground_scattering</name>
<type>float</type>
<value><use>ground_scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value><use>terrain_alt</use></value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value><use>overcast</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>offset_vec</name>
<type>float-vec3</type>
<value><use>opacity-cube-center</use></value>
</uniform>
<uniform>
<name>scale_vec</name>
<type>float-vec3</type>
<value><use>opacity-cube-scale</use></value>
</uniform>
<uniform>
<name>angle</name>
<type>float</type>
<value><use>opacity-cube-angle</use></value>
</uniform>
<uniform>
<name>tag_color</name>
<type>float-vec3</type>
<value><use>implicit-lightmap-tag-color</use></value>
</uniform>
<uniform>
<name>emit_color</name>
<type>float-vec3</type>
<value><use>implicit-lightmap-emit-color</use></value>
</uniform>
<uniform>
<name>light_filter_one</name>
<type>float-vec3</type>
<value><use>light-filter-one</use></value>
</uniform>
<uniform>
<name>light_filter_two</name>
<type>float-vec3</type>
<value><use>light-filter-two</use></value>
</uniform>
<uniform>
<name>light_radius</name>
<type>float</type>
<value><use>light-radius</use></value>
</uniform>
<uniform>
<name>threshold_low</name>
<type>float</type>
<value><use>implicit-lightmap-threshold-low</use></value>
</uniform>
<uniform>
<name>threshold_high</name>
<type>float</type>
<value><use>implicit-lightmap-threshold-high</use></value>
</uniform>
<uniform>
<name>emit_intensity</name>
<type>float</type>
<value><use>implicit-lightmap-intensity</use></value>
</uniform>
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value><use>view_pitch_offset</use></value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value><use>view_heading_offset</use></value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value><use>view_fov</use></value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value><use>display_xsize</use></value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value><use>display_ysize</use></value>
</uniform> -->
<!-- filtering -->
<!--<uniform>
<name>gamma</name>
<type>float</type>
<value><use>gamma</use></value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value><use>brightness</use></value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value><use>use_filtering</use></value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value><use>use_night_vision</use></value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value><use>use_IR_vision</use></value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value><use>delta_T</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>cube_texture</name>
<type>sampler-cube</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value><use>material/color-mode-uniform</use></value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value><use>quality_level</use></value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value><use>tquality_level</use></value>
</uniform>
<uniform>
<name>implicit_lightmap_enabled</name>
<type>int</type>
<value><use>implicit-lightmap-enabled</use></value>
</uniform>
<uniform>
<name>use_flashlight</name>
<type>int</type>
<value><use>use-flashlight</use></value>
</uniform>
</pass>
</technique>-->
</PropertyList>