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fgdata/Docs/model-combined.eff/model-combined-bump.eff
Emilian Huminiuc 355af4e72e Adapt model-combined effect templates provided with the documentation to latest developments (new technique for ligthfield shader).
Adapt a couple of aircraft effects to latest effect state too.
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2013-02-01 13:22:29 +02:00

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<?xml version="1.0" encoding="utf-8"?>
<!--WARNING: DO NOT USE ON UNTEXTURED OBJECTS -->
<!--This effect file is provided as a conveniency for usage with a normalmap.
Do not use as is.
Please edit.
Remove unnedeed settings.
WARNING: do not remove the Normalmap include at the end-->
<PropertyList>
<name><!--my/effect/name--></name>
<inherits-from>Effects/model-combined-deferred</inherits-from>
<parameters>
<!-- Normal Map -->
<normalmap-enabled type="int"> 1 </normalmap-enabled>
<normalmap-dds type="int"> 0 </normalmap-dds>
<normalmap-tiling type="float"> 1.0 </normalmap-tiling>
<texture n="2">
<image><!--path/to/normalmap/texture--></image>
</texture>
<!-- Light Map -->
<lightmap-enabled type="int"> 0 </lightmap-enabled>
<lightmap-multi type="int"> 0 </lightmap-multi>
<lightmap-factor type="float" n="0">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="1">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="2">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="3">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
<texture n="3">
<image><!--path/to/lightmap/image--></image>
<filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<!-- Reflection -->
<reflection-enabled type="int"> 0 </reflection-enabled>
<reflect-map-enabled type="int"> 0 </reflect-map-enabled>
<reflection-correction type="float"> 0.0 </reflection-correction>
<reflection-dynamic type="int"> 0 </reflection-dynamic>
<texture n="4">
<image><!--path/to/reflectmap/texture--></image>
</texture>
<texture n="5">
<type>cubemap</type>
<!-- use this form for a cube cross -->
<!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->
<!-- END CubeCross -->
<!-- use this form for a 6 image cube map -->
<images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
</images>
<!-- END 6 image cube map -->
</texture>
<reflection-fresnel type="float"> 0.0 </reflection-fresnel>
<reflection-rainbow type="float"> 0.0 </reflection-rainbow>
<reflection-noise type="float"> 0.0 </reflection-noise>
<ambient-correction type="float"> 0.0 </ambient-correction>
<dirt-enabled type="int"> 0 </dirt-enabled>
<dirt-color type="vec3d"> 0.0 0.0 0.0 </dirt-color>
<dirt-factor type="float"> 0.0 </dirt-factor>
</parameters>
<!--WARNING: Do not edit below this line -->
<!-- ####################
### NORMALMAP INCLUDE ###
######################### -->
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="4">
<pass>
<program>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
</pass>
</technique>
<technique n="7">
<pass>
<program>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
</pass>
</technique>
<technique n="9">
<pass>
<program>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
</pass>
</technique>
<!-- ########################
### END NORMALMAP INCLUDE ###
############################# -->
</PropertyList>