3261f4a97c
Squashed commit of the following: commit 115511888c20c53670eba17a82c81c9af99d7302 Author: vs <vs2009@mail.com> Date: Mon Dec 6 18:52:06 2021 +1000 WS30 effects and shaders: Changelog: ws30-ALS-ultra.frag: - Ground textures lookups use their own coordinates separate from the landclass texture lookup. - Partial derivatives dFdx and Dfdy are packed together in a vec4, so simple multiplication to scale can be done in 1 instruction. dFdx = s and t components. dFdy = p and q components. These must be scaled properly for ground texture access as ground texture stretching and detiling of tex coords mean textures are scaled differently. - Added calculation of partial derivatives for texture coordinates used by the 5 non- base textures. dFdx() and dFdy() were called for nontrivial texture coordinate manipulation. - New control randomise_texture_lookups added at top of ws30-ALS-ultra.frag, in the development tools section. Setting this to 1 will do a stress test of ground texture array lookups. A fast random number generation function is used to assign each landclass 4 random textures from the ground texture array - this is done by . Performance will not be as bad in the full ALS port as some texture slots will better caching in memory - e.g. have 1 or a few variants. - Possible optimisation: use a 2nd or 3rd texture array for some of the non-base texture slots that typically have 256, 512, or 1024 textures. The resolutions of these arrays should change based on the largest loaded texture size in the active regional definitions - this will allow taking full advantage of smaller texture sizes in some areas. The disadvantage is some texture duplication with more slots. - Possible optimisation: offer the option to shrink textures by 50% or 25% - for texture slots that use large textures like base or mix slots. - Very temporary - reduce procedural normal map features with photoscenery active without breaking profiling, as the inputs to shaders are effect defaults or placeholder (by request on ML). ---- ws30-ALS-ultra.vert: - Start of conversion of geocentic world space xyz into lat/lon coords used for ground texture lookups. Currently commented out as it's unknown what model space coords are in (not geocentric it seems). ws20-ALS-landclass-search-functions.frag: - Add control for changing the ground texture array lookup function for debugging in case old compilers/GPUs have issues. tex_lookup_type: 0: normal( textureGrad(), 1: textureLod (manual Lod calculation), 2: texture() with no partial derivative adjustment. - New get6_random_integers() will extract 6 limited random values from the full precision of a 32 bit random value. - Old landclass_texel_size_m references are removed since textureSize() is used. There are no 'const in float' arguments that may cause issues on AMD compilers. ---- WS30-overlay effect (Inactive): - ws30-overlay.eff (derived from terrain-overlay.eff). Technique no "4" is used for two passes. The 1st pass is a copy of the ALS ultra pass (technique no "5") from ws30.eff. The 2nd pass is the same as terrain-overlay.eff. The 2nd pass uses terrain- overlay.frag from WS2. - grass-ALS.vert copied to ws30-ovelay-ALS.vert. To do: needs texture coords that don't change with tiles. - terrain-overlay-ALS.geom copied to ws30-overlay-ALS.geom. To do: uses gl_PositionIn [i].xy for position in the horizontal plane - assumes z is vertical. Tile model space doesn't seem to match this. - WS3 doesn't seem to have a way of switching references to terrain-overlay.eff (which inherits from terrain-default.eff) to the new ws3-overlay.eff (which needs to inherit from ws30.eff). The ws3-overlay.eff included /might/ just work without any other changes: the first pass is the WS3 als ultra settings pass, and the second overlay pass is unchanged from WS2 (the same terrain overlay shaders should probably work apart from texcoords and rawpos not being correct). - Materials/base/materials-base.xml: ws30Road material: uncomment line declaring terrain-default as the effect. The target effect for ws30 roads is road-*.eff and it's added to ws30Road and ws30Freeway but commented out as it's not working currently. - Misc: large scale transitions are turned on in ws30-ALS-landclass-search-functions.frag by default. Grow landclass borders with large scale transitions is now on by default. ---- Changes after the multi-texture support commit: ws30-ALS-ultra.vert - Added documentation: WS30 model space and z up space - for future people working on WS30, and people looking through shaders to rule out possibilities e.g. when fixing bugs, or interpreting visual bug reports. ws30-ALS-landclass-search-functions.frag: - For now, lookup_ground_texture_array() also looks up the relevant texture's index based on an integer. - Add get_mixed_texel() - looks up texel for this fragment and any neighbors before mixing. Moves currently shared mixing code out of 3 fragment shaders. Misc: changed indentation from mixed tabs/spaces to spaces in ws30-ALS-ultra frag and vert. The indentation can be changed again when the porting is complete. ws30-ALS vert/frag and ws30-ALS-detailed vert/frag: - Add varying for ground texture coordiante, currently set to gl_TexCoord[0]. Apply texture stretching dimensions in fragment shaders. - Misc: varying rawPos is set to vec2 for now, as relPos.z+eye_alt might be faster. Misc: keep WS2 mixing logic for now , including turning off mixing via the alpha channel of the textures ---- Changes after sending material parameters in uniform arrays commit: - Materials parameter for rock_strata is cast into an int so rock_strata==1 should work. Misc: Left over uniform for rock strata cleaned up. - ws30-ALS-ultra.frag and ws30-ALS-detailed.frag: Add missing mat_shininess for photoscenery case .
1643 lines
56 KiB
XML
1643 lines
56 KiB
XML
<?xml version='1.0' encoding='UTF-8'?>
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<!-- World Scenery 3.0 Effect -->
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<PropertyList>
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<name>Effects/ws30</name>
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<parameters>
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<material>
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<ambient type="vec4d">
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0.2 .2 0.2 1.0
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</ambient>
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<diffuse type="vec4d">
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.8 .8 .8 1.0
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</diffuse>
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<specular type="vec4d">
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0.0 0.0 0.0 1.0
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</specular>
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<emissive type="vec4d">
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0.0 0.0 0.0 1.0
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</emissive>
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<shininess>1.2</shininess>
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</material>
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<texture n="6">
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<image>Textures/perlin.png</image>
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<type>2d</type>
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<filter>nearest</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="10">
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<image>Textures/Terrain/snow3.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="11">
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<image>Textures/Terrain/void.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="12">
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<image>Textures/Terrain/void.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="13">
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<image>Textures/Terrain/rock_alt.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="14">
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<image>Textures/Terrain/grain_texture.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="15">
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<image>Textures/Terrain/void.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<transparent>false</transparent>
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<render-bin>
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<bin-number>0</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<material-id>0</material-id>
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<raise_vertex type="bool">false</raise_vertex>
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<visibility><use>/environment/ground-visibility-m</use></visibility>
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<avisibility><use>/environment/visibility-m</use></avisibility>
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<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
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<scattering><use>/rendering/scene/scattering</use></scattering>
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<ground_scattering><use>/environment/surface/scattering</use></ground_scattering>
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
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<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
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<overcast><use>/rendering/scene/overcast</use></overcast>
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<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
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<snow_level><use>/environment/snow-level-m</use></snow_level>
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<snow_thickness_factor><use>/environment/surface/snow-thickness-factor</use></snow_thickness_factor>
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<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
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<lichen_cover_factor><use>/environment/surface/lichen-cover-factor</use></lichen_cover_factor>
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<wetness><use>/environment/surface/wetness</use></wetness>
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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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<fogstructure><use>/environment/fog-structure</use></fogstructure>
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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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<season><use>/environment/season</use></season>
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<air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
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<delta_T><use>/environment/surface/delta-T-soil</use></delta_T>
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<wind_effects><use>/sim/rendering/shaders/wind-effects</use></wind_effects>
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<windE><use>/environment/sea/surface/wind-from-east-fps</use></windE>
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<windN><use>/environment/sea/surface/wind-from-north-fps</use></windN>
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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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<!--
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<tile_width><use>/sim/rendering/texture-factor</use></tile_width>
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-->
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<view_pitch_offset><use>/sim/current-view/pitch-offset-deg</use></view_pitch_offset>
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<view_heading_offset><use>/sim/current-view/heading-offset-deg</use></view_heading_offset>
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<view_fov><use>/sim/current-view/field-of-view</use></view_fov>
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<use_searchlight><use>/sim/rendering/als-secondary-lights/use-searchlight</use></use_searchlight>
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<use_landing_light><use>/sim/rendering/als-secondary-lights/use-landing-light</use></use_landing_light>
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<use_alt_landing_light><use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use></use_alt_landing_light>
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<landing_light1_offset><use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use></landing_light1_offset>
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<landing_light2_offset><use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use></landing_light2_offset>
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<landing_light3_offset><use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use></landing_light3_offset>
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<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
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<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
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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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<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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<cloudpos1_x><use>/local-weather/cloud-shadows/cloudpos-x[0]</use></cloudpos1_x>
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<cloudpos1_y><use>/local-weather/cloud-shadows/cloudpos-y[0]</use></cloudpos1_y>
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<cloudpos2_x><use>/local-weather/cloud-shadows/cloudpos-x[1]</use></cloudpos2_x>
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<cloudpos2_y><use>/local-weather/cloud-shadows/cloudpos-y[1]</use></cloudpos2_y>
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<cloudpos3_x><use>/local-weather/cloud-shadows/cloudpos-x[2]</use></cloudpos3_x>
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<cloudpos3_y><use>/local-weather/cloud-shadows/cloudpos-y[2]</use></cloudpos3_y>
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<cloudpos4_x><use>/local-weather/cloud-shadows/cloudpos-x[3]</use></cloudpos4_x>
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<cloudpos4_y><use>/local-weather/cloud-shadows/cloudpos-y[3]</use></cloudpos4_y>
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<cloudpos5_x><use>/local-weather/cloud-shadows/cloudpos-x[4]</use></cloudpos5_x>
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<cloudpos5_y><use>/local-weather/cloud-shadows/cloudpos-y[4]</use></cloudpos5_y>
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<cloudpos6_x><use>/local-weather/cloud-shadows/cloudpos-x[5]</use></cloudpos6_x>
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<cloudpos6_y><use>/local-weather/cloud-shadows/cloudpos-y[5]</use></cloudpos6_y>
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<cloudpos7_x><use>/local-weather/cloud-shadows/cloudpos-x[6]</use></cloudpos7_x>
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<cloudpos7_y><use>/local-weather/cloud-shadows/cloudpos-y[6]</use></cloudpos7_y>
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<cloudpos8_x><use>/local-weather/cloud-shadows/cloudpos-x[7]</use></cloudpos8_x>
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<cloudpos8_y><use>/local-weather/cloud-shadows/cloudpos-y[7]</use></cloudpos8_y>
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<cloudpos9_x><use>/local-weather/cloud-shadows/cloudpos-x[8]</use></cloudpos9_x>
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<cloudpos9_y><use>/local-weather/cloud-shadows/cloudpos-y[8]</use></cloudpos9_y>
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<cloudpos10_x><use>/local-weather/cloud-shadows/cloudpos-x[9]</use></cloudpos10_x>
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<cloudpos10_y><use>/local-weather/cloud-shadows/cloudpos-y[9]</use></cloudpos10_y>
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<cloudpos11_x><use>/local-weather/cloud-shadows/cloudpos-x[10]</use></cloudpos11_x>
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<cloudpos11_y><use>/local-weather/cloud-shadows/cloudpos-y[10]</use></cloudpos11_y>
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<cloudpos12_x><use>/local-weather/cloud-shadows/cloudpos-x[11]</use></cloudpos12_x>
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<cloudpos12_y><use>/local-weather/cloud-shadows/cloudpos-y[11]</use></cloudpos12_y>
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<cloudpos13_x><use>/local-weather/cloud-shadows/cloudpos-x[12]</use></cloudpos13_x>
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<cloudpos13_y><use>/local-weather/cloud-shadows/cloudpos-y[12]</use></cloudpos13_y>
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<cloudpos14_x><use>/local-weather/cloud-shadows/cloudpos-x[13]</use></cloudpos14_x>
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<cloudpos14_y><use>/local-weather/cloud-shadows/cloudpos-y[13]</use></cloudpos14_y>
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<cloudpos15_x><use>/local-weather/cloud-shadows/cloudpos-x[14]</use></cloudpos15_x>
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<cloudpos15_y><use>/local-weather/cloud-shadows/cloudpos-y[14]</use></cloudpos15_y>
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<cloudpos16_x><use>/local-weather/cloud-shadows/cloudpos-x[15]</use></cloudpos16_x>
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<cloudpos16_y><use>/local-weather/cloud-shadows/cloudpos-y[15]</use></cloudpos16_y>
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<cloudpos17_x><use>/local-weather/cloud-shadows/cloudpos-x[16]</use></cloudpos17_x>
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<cloudpos17_y><use>/local-weather/cloud-shadows/cloudpos-y[16]</use></cloudpos17_y>
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<cloudpos18_x><use>/local-weather/cloud-shadows/cloudpos-x[17]</use></cloudpos18_x>
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<cloudpos18_y><use>/local-weather/cloud-shadows/cloudpos-y[17]</use></cloudpos18_y>
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<cloudpos19_x><use>/local-weather/cloud-shadows/cloudpos-x[18]</use></cloudpos19_x>
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<cloudpos19_y><use>/local-weather/cloud-shadows/cloudpos-y[18]</use></cloudpos19_y>
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<cloudpos20_x><use>/local-weather/cloud-shadows/cloudpos-x[19]</use></cloudpos20_x>
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<cloudpos20_y><use>/local-weather/cloud-shadows/cloudpos-y[19]</use></cloudpos20_y>
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<cloudpos_n_x><use>/local-weather/cloud-shadows/nearest-cloudpos-x</use></cloudpos_n_x>
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<cloudpos_n_y><use>/local-weather/cloud-shadows/nearest-cloudpos-y</use></cloudpos_n_y>
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<cloud_shadow_flag><use>/local-weather/cloud-shadows/cloud-shadow-flag</use></cloud_shadow_flag>
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<!-- BEGIN shadows include -->
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<shadows_enabled><use>/sim/rendering/als/shadows/enabled</use></shadows_enabled>
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<sun_atlas_size><use>/sim/rendering/als/shadows/sun-atlas-size</use></sun_atlas_size>
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<!-- END shadows include -->
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</parameters>
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<!-- put techniques at a "high" index to allow derived effects to
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insert their own techniques first. -->
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<!--
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ALS ultra shaders. The 1st pass of ws30-overlay.eff is a copy of
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this pass, and changes should be made there as well.
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-->
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<technique n="5">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<and>
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<less-equal>
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<value type="float">6.0</value>
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<float-property>/sim/rendering/shaders/landmass</float-property>
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</less-equal>
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<less-equal>
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<value type="float">6.0</value>
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<float-property>/sim/rendering/shaders/transition</float-property>
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</less-equal>
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</and>
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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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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<!-- texture unit 0 direct from VPBBuilder.cxx -->
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<texture-unit>
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<unit>1</unit>
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<image><use>texture[1]/image</use></image>
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<filter>nearest-mipmap-nearest</filter>
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<mag-filter>nearest-mipmap-nearest</mag-filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format><use>texture[0]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<image><use>texture[2]/image</use></image>
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<filter><use>texture[2]/filter</use></filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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<internal-format><use>texture[2]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<image><use>texture[3]/image</use></image>
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<filter><use>texture[3]/filter</use></filter>
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<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
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<internal-format><use>texture[3]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<image><use>texture[4]/image</use></image>
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<filter><use>texture[4]/filter</use></filter>
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<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
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<internal-format><use>texture[4]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<image><use>texture[6]/image</use></image>
|
|
<filter><use>texture[6]/filter</use></filter>
|
|
<wrap-s><use>texture[6]/wrap-s</use></wrap-s>
|
|
<wrap-t><use>texture[6]/wrap-t</use></wrap-t>
|
|
<internal-format><use>texture[6]/internal-format</use></internal-format>
|
|
</texture-unit>
|
|
|
|
<program>
|
|
<vertex-shader>Shaders/ws30-ALS-ultra.vert</vertex-shader>
|
|
<vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
|
|
<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
|
|
<fragment-shader>Shaders/ws30-ALS-ultra.frag</fragment-shader>
|
|
<fragment-shader>Shaders/ws30-ALS-landclass-search-functions.frag</fragment-shader>
|
|
<fragment-shader>Shaders/noise.frag</fragment-shader>
|
|
<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
|
|
<fragment-shader>Shaders/hazes.frag</fragment-shader>
|
|
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
|
|
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
|
|
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
|
|
<fragment-shader>Shaders/clustered-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>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>eye_lat</name>
|
|
<type>float</type>
|
|
<value><use>eye_lat</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>eye_lon</name>
|
|
<type>float</type>
|
|
<value><use>eye_lon</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>snowlevel</name>
|
|
<type>float</type>
|
|
<value><use>snow_level</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>snow_thickness_factor</name>
|
|
<type>float</type>
|
|
<value><use>snow_thickness_factor</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>dust_cover_factor</name>
|
|
<type>float</type>
|
|
<value><use>dust_cover_factor</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>lichen_cover_factor</name>
|
|
<type>float</type>
|
|
<value> <use>lichen_cover_factor</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>wetness</name>
|
|
<type>float</type>
|
|
<value><use>wetness</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fogstructure</name>
|
|
<type>float</type>
|
|
<value><use>fogstructure</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>season</name>
|
|
<type>float</type>
|
|
<value><use>season</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>air_pollution</name>
|
|
<type>float</type>
|
|
<value><use>air_pollution</use></value>
|
|
</uniform>
|
|
<!-- secondary lights -->
|
|
<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>landing_light1_offset</name>
|
|
<type>float</type>
|
|
<value><use>landing_light1_offset</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>landing_light2_offset</name>
|
|
<type>float</type>
|
|
<value><use>landing_light2_offset</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>landing_light3_offset</name>
|
|
<type>float</type>
|
|
<value><use>landing_light3_offset</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_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>use_filtering</name>
|
|
<type>bool</type>
|
|
<value><use>use_filtering</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>delta_T</name>
|
|
<type>float</type>
|
|
<value><use>delta_T</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fact_grey</name>
|
|
<type>float</type>
|
|
<value><use>fact_grey</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fact_black</name>
|
|
<type>float</type>
|
|
<value><use>fact_black</use></value>
|
|
</uniform>
|
|
<!-- cloud shadows -->
|
|
<uniform>
|
|
<name>cloudpos1_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos1_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos1_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos1_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos2_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos2_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos2_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos2_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos3_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos3_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos3_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos3_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos4_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos4_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos4_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos4_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos5_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos5_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos5_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos5_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos6_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos6_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos6_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos6_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos7_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos7_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos7_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos7_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos8_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos8_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos8_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos8_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos9_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos9_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos9_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos9_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos10_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos10_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos10_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos10_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos11_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos11_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos11_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos11_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos12_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos12_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos12_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos12_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos13_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos13_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos13_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos13_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos14_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos14_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos14_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos14_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos15_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos15_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos15_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos15_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos16_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos16_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos16_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos16_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos17_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos17_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos17_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos17_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos18_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos18_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos18_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos18_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos19_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos19_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos19_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos19_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos20_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos20_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos20_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos20_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>WindE</name>
|
|
<type>float</type>
|
|
<value><use>windE</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>WindN</name>
|
|
<type>float</type>
|
|
<value><use>windN</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_searchlight</name>
|
|
<type>int</type>
|
|
<value> <use>use_searchlight</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_landing_light</name>
|
|
<type>int</type>
|
|
<value> <use>use_landing_light</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_alt_landing_light</name>
|
|
<type>int</type>
|
|
<value> <use>use_alt_landing_light</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>wind_effects</name>
|
|
<type>int</type>
|
|
<value><use>wind_effects</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloud_shadow_flag</name>
|
|
<type>int</type>
|
|
<value><use>cloud_shadow_flag</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>raise_vertex</name>
|
|
<type>bool</type>
|
|
<value> <use>raise_vertex</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>landclass</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>textureArray</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">1</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>perlin</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">6</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>swatch_size</name>
|
|
<type>int</type>
|
|
<!--
|
|
Testing: hardcoded placeholder to allow noise to be calculated while looking up textures
|
|
<value><use>xsize</use></value>
|
|
-->
|
|
<value>2000</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>colorMode</name>
|
|
<type>int</type>
|
|
<value>2</value>
|
|
<!-- AMBIENT_AND_DIFFUSE -->
|
|
</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 -->
|
|
</pass>
|
|
</technique>
|
|
|
|
|
|
<!-- ALS High and Medium settings technique.
|
|
Uses quality_level and tquality_level uniforms to change quality in fragment shader.
|
|
-->
|
|
|
|
<technique n="6">
|
|
<predicate>
|
|
<and>
|
|
<property>/sim/rendering/shaders/skydome</property>
|
|
<or>
|
|
<less-equal>
|
|
<value type="float">4.0</value>
|
|
<float-property>/sim/rendering/shaders/landmass</float-property>
|
|
</less-equal>
|
|
<less-equal>
|
|
<value type="float">3.0</value>
|
|
<float-property>/sim/rendering/shaders/transition</float-property>
|
|
</less-equal>
|
|
</or>
|
|
<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>
|
|
<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>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>
|
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|
|
<!-- texture unit 0 direct from VPBBuilder.cxx -->
|
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|
|
<texture-unit>
|
|
<unit>1</unit>
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|
<image><use>texture[1]/image</use></image>
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|
<filter>nearest-mipmap-nearest</filter>
|
|
<mag-filter>nearest-mipmap-nearest</mag-filter>
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|
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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|
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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|
<internal-format><use>texture[0]/internal-format</use></internal-format>
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|
</texture-unit>
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|
|
|
<texture-unit>
|
|
<unit>2</unit>
|
|
<image><use>texture[2]/image</use></image>
|
|
<filter><use>texture[2]/filter</use></filter>
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|
<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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|
<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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|
<internal-format><use>texture[2]/internal-format</use></internal-format>
|
|
</texture-unit>
|
|
|
|
<texture-unit>
|
|
<unit>3</unit>
|
|
<image><use>texture[3]/image</use></image>
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|
<filter><use>texture[3]/filter</use></filter>
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|
<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
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|
<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
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|
<internal-format><use>texture[3]/internal-format</use></internal-format>
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|
</texture-unit>
|
|
|
|
<texture-unit>
|
|
<unit>4</unit>
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|
<image><use>texture[4]/image</use></image>
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|
<filter><use>texture[4]/filter</use></filter>
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|
<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
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|
<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
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<internal-format><use>texture[4]/internal-format</use></internal-format>
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|
</texture-unit>
|
|
|
|
<texture-unit>
|
|
<unit>6</unit>
|
|
<image><use>texture[6]/image</use></image>
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|
<filter><use>texture[6]/filter</use></filter>
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|
<wrap-s><use>texture[6]/wrap-s</use></wrap-s>
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|
<wrap-t><use>texture[6]/wrap-t</use></wrap-t>
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|
<internal-format><use>texture[6]/internal-format</use></internal-format>
|
|
</texture-unit>
|
|
|
|
<program>
|
|
<vertex-shader>Shaders/ws30-ALS-detailed.vert</vertex-shader>
|
|
<vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
|
|
<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
|
|
<fragment-shader>Shaders/ws30-ALS-detailed.frag</fragment-shader>
|
|
<fragment-shader>Shaders/ws30-ALS-landclass-search-functions.frag</fragment-shader>
|
|
<fragment-shader>Shaders/noise.frag</fragment-shader>
|
|
<fragment-shader>Shaders/hazes.frag</fragment-shader>
|
|
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
|
|
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
|
|
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
|
|
</program>
|
|
<uniform>
|
|
<name>visibility</name>
|
|
<type>float</type>
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|
<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>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>snowlevel</name>
|
|
<type>float</type>
|
|
<value><use>snow_level</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>snow_thickness_factor</name>
|
|
<type>float</type>
|
|
<value><use>snow_thickness_factor</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>dust_cover_factor</name>
|
|
<type>float</type>
|
|
<value><use>dust_cover_factor</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>lichen_cover_factor</name>
|
|
<type>float</type>
|
|
<value> <use>lichen_cover_factor</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>wetness</name>
|
|
<type>float</type>
|
|
<value><use>wetness</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fogstructure</name>
|
|
<type>float</type>
|
|
<value><use>fogstructure</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloud_self_shading</name>
|
|
<type>float</type>
|
|
<value><use>cloud_self_shading</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>air_pollution</name>
|
|
<type>float</type>
|
|
<value><use>air_pollution</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>moonlight</name>
|
|
<type>float</type>
|
|
<value><use>moonlight</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>season</name>
|
|
<type>float</type>
|
|
<value><use>season</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_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>use_filtering</name>
|
|
<type>bool</type>
|
|
<value><use>use_filtering</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>delta_T</name>
|
|
<type>float</type>
|
|
<value><use>delta_T</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fact_grey</name>
|
|
<type>float</type>
|
|
<value><use>fact_grey</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fact_black</name>
|
|
<type>float</type>
|
|
<value><use>fact_black</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>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>landclass</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>textureArray</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">1</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>perlin</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">6</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>swatch_size</name>
|
|
<type>int</type>
|
|
<value><use>xsize</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 -->
|
|
</pass>
|
|
</technique>
|
|
|
|
|
|
<!-- ALS low settings technique -->
|
|
|
|
<technique n="7">
|
|
<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>
|
|
<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>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 0 direct from VPBBuilder.cxx -->
|
|
|
|
<texture-unit>
|
|
<unit>1</unit>
|
|
<image><use>texture[1]/image</use></image>
|
|
<filter>nearest-mipmap-nearest</filter>
|
|
<mag-filter>nearest-mipmap-nearest</mag-filter>
|
|
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
|
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
|
<internal-format><use>texture[0]/internal-format</use></internal-format>
|
|
</texture-unit>
|
|
|
|
<texture-unit>
|
|
<unit>2</unit>
|
|
<image><use>texture[2]/image</use></image>
|
|
<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>
|
|
<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>
|
|
<internal-format><use>texture[3]/internal-format</use></internal-format>
|
|
</texture-unit>
|
|
|
|
<texture-unit>
|
|
<unit>4</unit>
|
|
<image><use>texture[4]/image</use></image>
|
|
<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>6</unit>
|
|
<image><use>texture[6]/image</use></image>
|
|
<filter><use>texture[6]/filter</use></filter>
|
|
<wrap-s><use>texture[6]/wrap-s</use></wrap-s>
|
|
<wrap-t><use>texture[6]/wrap-t</use></wrap-t>
|
|
<internal-format><use>texture[6]/internal-format</use></internal-format>
|
|
</texture-unit>
|
|
|
|
<program>
|
|
<vertex-shader>Shaders/ws30-ALS.vert</vertex-shader>
|
|
<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
|
|
<fragment-shader>Shaders/ws30-ALS.frag</fragment-shader>
|
|
<fragment-shader>Shaders/ws30-ALS-landclass-search-functions.frag</fragment-shader>
|
|
<fragment-shader>Shaders/hazes.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>
|
|
<fragment-shader>Shaders/clustered-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>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>air_pollution</name>
|
|
<type>float</type>
|
|
<value><use>air_pollution</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_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>use_filtering</name>
|
|
<type>bool</type>
|
|
<value><use>use_filtering</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>delta_T</name>
|
|
<type>float</type>
|
|
<value><use>delta_T</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fact_grey</name>
|
|
<type>float</type>
|
|
<value><use>fact_grey</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fact_black</name>
|
|
<type>float</type>
|
|
<value><use>fact_black</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>landclass</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>textureArray</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">1</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 -->
|
|
</pass>
|
|
</technique>
|
|
|
|
<!-- Non-ALS technique with texture rotation -->
|
|
<technique n="11">
|
|
<predicate>
|
|
<and>
|
|
<property>/sim/rendering/shaders/quality-level</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>
|
|
<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>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 0 direct from VPBBuilder.cxx -->
|
|
|
|
<texture-unit>
|
|
<unit>1</unit>
|
|
<image><use>texture[1]/image</use></image>
|
|
<filter>nearest-mipmap-nearest</filter>
|
|
<mag-filter>nearest-mipmap-nearest</mag-filter>
|
|
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
|
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
|
<internal-format><use>texture[0]/internal-format</use></internal-format>
|
|
</texture-unit>
|
|
|
|
<texture-unit>
|
|
<unit>2</unit>
|
|
<image><use>texture[2]/image</use></image>
|
|
<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>
|
|
<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>
|
|
<internal-format><use>texture[3]/internal-format</use></internal-format>
|
|
</texture-unit>
|
|
|
|
<texture-unit>
|
|
<unit>4</unit>
|
|
<image><use>texture[4]/image</use></image>
|
|
<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>6</unit>
|
|
<image><use>texture[6]/image</use></image>
|
|
<filter><use>texture[6]/filter</use></filter>
|
|
<wrap-s><use>texture[6]/wrap-s</use></wrap-s>
|
|
<wrap-t><use>texture[6]/wrap-t</use></wrap-t>
|
|
<internal-format><use>texture[6]/internal-format</use></internal-format>
|
|
</texture-unit>
|
|
|
|
<program>
|
|
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
|
|
<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
|
|
<vertex-shader>Shaders/ws30.vert</vertex-shader>
|
|
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
|
<fragment-shader n="1">Shaders/ws30-q1.frag</fragment-shader>
|
|
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
|
|
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
|
|
</program>
|
|
|
|
<uniform>
|
|
<name>landclass</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>atlas</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">1</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>perlin</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">6</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>colorMode</name>
|
|
<type>int</type>
|
|
<value>2</value>
|
|
<!-- AMBIENT_AND_DIFFUSE -->
|
|
</uniform>
|
|
</pass>
|
|
</technique>
|
|
|
|
<!-- Minimal technique -->
|
|
<technique n="12">
|
|
<pass>
|
|
<lighting>true</lighting>
|
|
<material>
|
|
<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>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 0 direct from VPBBuilder.cxx -->
|
|
|
|
<texture-unit>
|
|
<unit>1</unit>
|
|
<image><use>texture[1]/image</use></image>
|
|
<filter>nearest-mipmap-nearest</filter>
|
|
<mag-filter>nearest-mipmap-nearest</mag-filter>
|
|
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
|
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
|
<internal-format><use>texture[0]/internal-format</use></internal-format>
|
|
</texture-unit>
|
|
|
|
<texture-unit>
|
|
<unit>2</unit>
|
|
<image><use>texture[2]/image</use></image>
|
|
<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>
|
|
<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>
|
|
<internal-format><use>texture[3]/internal-format</use></internal-format>
|
|
</texture-unit>
|
|
|
|
<texture-unit>
|
|
<unit>4</unit>
|
|
<image><use>texture[4]/image</use></image>
|
|
<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>
|
|
|
|
<program>
|
|
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
|
|
<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
|
|
<vertex-shader>Shaders/ws30.vert</vertex-shader>
|
|
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
|
<fragment-shader n="1">Shaders/ws30.frag</fragment-shader>
|
|
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
|
|
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
|
|
</program>
|
|
|
|
<uniform>
|
|
<name>landclass</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>atlas</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">1</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>colorMode</name>
|
|
<type>int</type>
|
|
<value>2</value>
|
|
<!-- AMBIENT_AND_DIFFUSE -->
|
|
</uniform>
|
|
</pass>
|
|
</technique>
|
|
|
|
<technique n="109">
|
|
<scheme>hdr-geometry</scheme>
|
|
<pass>
|
|
<!-- Reverse floating point depth buffer -->
|
|
<depth>
|
|
<function>gequal</function>
|
|
<near>1.0</near>
|
|
<far>0.0</far>
|
|
</depth>
|
|
<stencil>
|
|
<function>always</function>
|
|
<value>9</value>
|
|
<pass>replace</pass>
|
|
</stencil>
|
|
|
|
<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 0 direct from VPBBuilder.cxx -->
|
|
|
|
<texture-unit>
|
|
<unit>1</unit>
|
|
<image><use>texture[1]/image</use></image>
|
|
<filter>nearest-mipmap-nearest</filter>
|
|
<mag-filter>nearest-mipmap-nearest</mag-filter>
|
|
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
|
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
|
<internal-format><use>texture[0]/internal-format</use></internal-format>
|
|
</texture-unit>
|
|
|
|
<texture-unit>
|
|
<unit>2</unit>
|
|
<image><use>texture[2]/image</use></image>
|
|
<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>
|
|
<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>
|
|
<internal-format><use>texture[3]/internal-format</use></internal-format>
|
|
</texture-unit>
|
|
|
|
<texture-unit>
|
|
<unit>4</unit>
|
|
<image><use>texture[4]/image</use></image>
|
|
<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>6</unit>
|
|
<image><use>texture[6]/image</use></image>
|
|
<filter><use>texture[6]/filter</use></filter>
|
|
<wrap-s><use>texture[6]/wrap-s</use></wrap-s>
|
|
<wrap-t><use>texture[6]/wrap-t</use></wrap-t>
|
|
<internal-format><use>texture[6]/internal-format</use></internal-format>
|
|
</texture-unit>
|
|
|
|
<program>
|
|
<vertex-shader>Shaders/HDR/geometry.vert</vertex-shader>
|
|
<fragment-shader>Shaders/HDR/ws30.frag</fragment-shader>
|
|
<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
|
|
</program>
|
|
|
|
<uniform>
|
|
<name>landclass</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>atlas</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">1</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>perlin</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">6</value>
|
|
</uniform>
|
|
</pass>
|
|
</technique>
|
|
|
|
</PropertyList>
|