611 lines
19 KiB
XML
611 lines
19 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/building</name>
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<inherits-from>Effects/model-combined-deferred</inherits-from>
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<parameters>
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<texture n="0">
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<type>2d</type>
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<image>Textures/buildings.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<!-- Normal Map -->
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<normalmap-enabled type="int"> 1 </normalmap-enabled>
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<normalmap-dds type="int"> 0 </normalmap-dds>
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<normalmap-tiling type="float"> 1.0 </normalmap-tiling>
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<texture n="2">
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<image>Textures/buildings-normalmap_orig.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<!-- Light Map -->
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<texture n="3">
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<image>Textures/buildings-lightmap.png</image>
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<type>2d</type>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<lightmap-enabled type="int"> 1 </lightmap-enabled>
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<lightmap-multi type="int"> 0 </lightmap-multi>
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<lightmap-factor type="float" n="0">
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<use>/sim/time/sun-angle-rad</use>
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</lightmap-factor>
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<lightmap-color type="vec3d" n="0"> 0.3 0.3 0.3 </lightmap-color>
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<!--<lightmap-factor type="float" n="1">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="2">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="3">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>-->
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<!-- Reflection -->
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<reflection-enabled type="int"> 1 </reflection-enabled>
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<reflect-map-enabled type="int"> 1 </reflect-map-enabled>
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<reflection-correction type="float"> -0.15 </reflection-correction>
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<reflection-dynamic type="int"> 0 </reflection-dynamic>
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<reflection-fresnel type="float"> 0.0 </reflection-fresnel>
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<reflection-rainbow type="float"> 0.0 </reflection-rainbow>
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<reflection-noise type="float"> 0.0 </reflection-noise>
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<texture n= "5" >
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<type>cubemap</type>
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/buildings/N.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/buildings/S.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/buildings/W.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/buildings/E.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/buildings/U.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/buildings/D.png</negative-z>
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</images>
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</texture>
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<!--Ambient correction -->
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<ambient-correction type="float"> 0.0 </ambient-correction>
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<dirt-enabled type="int"> 0 </dirt-enabled>
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<dirt-color type="vec3d"> 0.0 0.0 0.0 </dirt-color>
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<dirt-factor type="float"> 0.0 </dirt-factor>
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<material>
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<active>true</active>
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<color-mode-uniform>1</color-mode-uniform>
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<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
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<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
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<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
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<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
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<shininess>0.1</shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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<color-mode-uniform>ambient-and-diffuse</color-mode-uniform>
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<!-- DIFFUSE -->
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</material>
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<material-id>0</material-id>
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<blend>
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<active>0</active>
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<source>0</source>
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<destination>0</destination>
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</blend>
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<shade-model>flat</shade-model>
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<cull-face>back</cull-face>
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<rendering-hint>opaque</rendering-hint>
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<!-- fog include for atmospheric scattering-->
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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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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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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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<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
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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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<delta_T><use>/environment/surface/delta-T-structure</use></delta_T>
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<!-- END fog include -->
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</parameters>
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<!-- Atmospheric scattering technique with model shader-->
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<technique n="4">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<property>/sim/rendering/shaders/quality-level</property>
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<property>/sim/rendering/shaders/model</property>
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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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<alpha-test>false</alpha-test>
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<shade-model>flat</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number>-1</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/building-default.vert</vertex-shader>
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<fragment-shader>Shaders/trivial.frag</fragment-shader>
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</program>
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<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<color-mask type="vec4d">0 0 0 0</color-mask>
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</pass>-->
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<pass>
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<texture-unit n="4">
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<unit>4</unit>
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<image>
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<use>texture[3]/image</use>
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</image>
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<type>
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<use>texture[3]/type</use>
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</type>
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<filter>
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<use>texture[3]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[3]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[3]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[3]/internal-format</use>
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</internal-format>
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/building-model-ALS-ultra.vert</vertex-shader>
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<!--<fragment-shader n="0">Shaders/model-ALS-ultra.frag</fragment-shader>
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<fragment-shader n="1">Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader n="2">Shaders/hazes.frag</fragment-shader>
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<fragment-shader n="3">Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader n="4">Shaders/filters-ALS.frag</fragment-shader>-->
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</program>
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</pass>
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</technique>
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<!-- Atmospheric scattering technique -->
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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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<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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<alpha-test>false</alpha-test>
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<shade-model>flat</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number>-1</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<image><use>texture[0]/image</use></image>
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<type><use>texture[0]/type</use></type>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<program>
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<!--<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>-->
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<!--<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>-->
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<vertex-shader>Shaders/building-default.vert</vertex-shader>
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<fragment-shader>Shaders/trivial.frag</fragment-shader>
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<!--<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>-->
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</program>
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<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<color-mask type="vec4d">0 0 0 0</color-mask>
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</pass>
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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>false</blend>
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<alpha-test>false</alpha-test>
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<shade-model>flat</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>
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<unit>0</unit>
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<image><use>texture[0]/image</use></image>
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<type><use>texture[0]/type</use></type>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/building-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/terrain-ALS-base.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value><use>visibility</use></value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value><use>avisibility</use></value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value><use>lthickness</use></value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value><use>scattering</use></value>
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</uniform>
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<uniform>
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<name>ground_scattering</name>
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<type>float</type>
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<value><use>ground_scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>terrain_alt</name>
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<type>float</type>
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<value><use>terrain_alt</use></value>
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</uniform>
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<uniform>
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<name>overcast</name>
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<type>float</type>
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<value><use>overcast</use></value>
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</uniform>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value><use>eye_alt</use></value>
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</uniform>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>moonlight</name>
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<type>float</type>
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<value><use>moonlight</use></value>
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</uniform>
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<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>colorMode</name>
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<type>int</type>
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<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
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</uniform>
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<depth>
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<function>lequal</function>
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<write-mask type="bool">false</write-mask>
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</depth>
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</pass>
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</technique>
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<technique n="7">
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<pass>
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<material>
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<active>true</active>
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<color-mode-uniform>1</color-mode-uniform>
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<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
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<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
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<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
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<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
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<shininess>0.1</shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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<color-mode-uniform>ambient-and-diffuse</color-mode-uniform>
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</material>
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<texture-unit n="4">
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<unit>4</unit>
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<image>
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<use>texture[3]/image</use>
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</image>
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<type>
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<use>texture[3]/type</use>
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</type>
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<filter>
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<use>texture[3]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[3]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[3]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[3]/internal-format</use>
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</internal-format>
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</texture-unit>
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<program n="0">
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<vertex-shader n="0">Shaders/building-ubershader.vert</vertex-shader>
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</program>
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</pass>
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</technique>
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<technique n="9">
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<pass>
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<material>
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<active>true</active>
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<color-mode-uniform>1</color-mode-uniform>
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<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
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<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
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<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
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<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
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<shininess>0.1</shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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<color-mode-uniform>ambient-and-diffuse</color-mode-uniform>
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</material>
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<texture-unit n="4">
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<unit>4</unit>
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<image>
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<use>texture[3]/image</use>
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</image>
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|
<type>
|
|
<use>texture[3]/type</use>
|
|
</type>
|
|
<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>
|
|
<program n="0">
|
|
<vertex-shader n="0">Shaders/building-ubershader.vert</vertex-shader>
|
|
</program>
|
|
</pass>
|
|
</technique>
|
|
|
|
<technique n="10">
|
|
<pass>
|
|
<program n="0">
|
|
<vertex-shader n="0">Shaders/building-deferred-gbuffer.vert</vertex-shader>
|
|
</program>
|
|
</pass>
|
|
</technique>
|
|
|
|
<technique n="11">
|
|
<pass>
|
|
<program n="0">
|
|
<vertex-shader n="0">Shaders/building-default.vert</vertex-shader>
|
|
</program>
|
|
</pass>
|
|
</technique>
|
|
|
|
<technique n="12">
|
|
<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>off</color-mode>
|
|
</material>
|
|
<render-bin>
|
|
<bin-number>2</bin-number>
|
|
<bin-name>RenderBin</bin-name>
|
|
</render-bin>
|
|
<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>
|
|
<!-- The texture unit is always active because the shaders expect
|
|
that. -->
|
|
<unit>0</unit>
|
|
<!-- If there is a texture, the type in the derived effect
|
|
will be "2d". -->
|
|
<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>
|
|
<!--
|
|
<internal-format>
|
|
<use>texture[0]/internal-format</use>
|
|
</internal-format>
|
|
-->
|
|
</texture-unit>
|
|
<vertex-program-two-side>
|
|
<use>vertex-program-two-side</use>
|
|
</vertex-program-two-side>
|
|
<program>
|
|
<vertex-shader n="0">Shaders/building-default.vert</vertex-shader>
|
|
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
|
<!--fog include-->
|
|
<fragment-shader n="1">Shaders/default.frag</fragment-shader>
|
|
</program>
|
|
<!-- BEGIN fog include -->
|
|
<!--<uniform>
|
|
<name>visibility</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>visibility</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>avisibility</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>avisibility</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>hazeLayerAltitude</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>lthickness</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>scattering</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>scattering</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>terminator</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>terminator</use>
|
|
</value>
|
|
</uniform>-->
|
|
<uniform>
|
|
<name>fogType</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>fogtype</use>
|
|
</value>
|
|
</uniform>
|
|
<!-- END fog include -->
|
|
<uniform>
|
|
<name>texture</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>colorMode</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>material/color-mode-uniform</use>
|
|
</value>
|
|
</uniform>
|
|
</pass>
|
|
</technique>
|
|
|
|
</PropertyList>
|