746b38ca9c
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
216 lines
5.3 KiB
XML
216 lines
5.3 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<!-- Effects files for trees, which are placed by a shader. -->
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<!-- Trees are drawn in two passes. The first draws the opaque parts
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with z writes enabled. The second draws the the transparent bits
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with z testing enabled and z writes disabled. The transparent
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tree silhouettes will blend correctly against the opaque
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geometry. They may cause artifacts when blending against other
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edges, but the overall "forest" is supposed to be nice and
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fuzzy. There might also be artifacts when blending over other
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transparent objects, but that's mostly unavoidable.
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Note: no sorting needed! -->
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<PropertyList>
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<name>Effects/tree</name>
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<parameters>
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<texture n ="0">
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</texture>
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<!-- fog include -->
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<visibility>
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<use>/environment/ground-visibility-m</use>
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</visibility>
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<avisibility>
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<use>/environment/visibility-m</use>
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</avisibility>
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<lthickness>
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<use>/environment/ground-haze-thickness-m</use>
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</lthickness>
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<scattering>
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<use>/rendering/scene/scattering</use>
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</scattering>
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<terminator>
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<use>/environment/terminator-relative-position-m</use>
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</terminator>
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<fogtype>
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<use>/sim/rendering/scattering-shader</use>
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</fogtype>
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<!-- END fog include -->
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</parameters>
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<technique n="10">
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<predicate>
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<and>
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<!--<property>/sim/rendering/shader-effects</property>-->
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<property>/sim/rendering/random-vegetation</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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</less-equal>
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</and>
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</predicate>
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<pass n="0">
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<lighting>true</lighting>
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<material>
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<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
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<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
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<color-mode>off</color-mode>
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</material>
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<alpha-test>
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<comparison>gequal</comparison>
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<reference type="float">0.33</reference>
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</alpha-test>
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<texture-unit>
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<unit>0</unit>
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<type>2d</type>
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<image>
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<use>texture[0]/image</use>
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</image>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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</texture-unit>
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<program>
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<!-- <vertex-shader>Shaders/include_fog.vert</vertex-shader> -->
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<vertex-shader>Shaders/tree.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/tree.frag</fragment-shader>
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</program>
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<uniform>
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<name>baseTexture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<!-- BEGIN fog include -->
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</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>
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<use>avisibility</use>
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</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>
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<use>lthickness</use>
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</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>
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<use>scattering</use>
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</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>
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<use>terminator</use>
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</value>
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</uniform>
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<uniform>
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<name>fogType</name>
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<type>int</type>
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<value>
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<use>fogtype</use>
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</value>
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</uniform>
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<!-- END fog include -->
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</pass>
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<pass n="1">
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<lighting>true</lighting>
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<material>
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<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
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<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
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<color-mode>off</color-mode>
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</material>
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<render-bin>
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<bin-number>2</bin-number>
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<!-- RANDOM_OBJECTS_BIN -->
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<alpha-test>
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<comparison>less</comparison>
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<reference type="float">0.33</reference>
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</alpha-test>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<texture-unit>
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<unit>0</unit>
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<type>2d</type>
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<image>
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<use>texture[0]/image</use>
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</image>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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</texture-unit>
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<program>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<vertex-shader n="1">Shaders/tree.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/tree.frag</fragment-shader>
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</program>
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<uniform>
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<name>baseTexture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<!-- BEGIN fog include -->
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</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>
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<use>avisibility</use>
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</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>
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<use>lthickness</use>
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</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>
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<use>scattering</use>
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</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>
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<use>terminator</use>
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</value>
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</uniform>
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<uniform>
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<name>fogType</name>
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<type>int</type>
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<value>
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<use>fogtype</use>
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</value>
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</uniform>
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<!-- END fog include -->
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</pass>
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</technique>
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</PropertyList>
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