365 lines
9.5 KiB
XML
365 lines
9.5 KiB
XML
<?xml version='1.0' encoding='UTF-8'?>
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<PropertyList>
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<name>Effects/surface-lights-directional</name>
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<parameters>
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<!-- min-size, max-size, size, attenuation, cull-face parameters filled in by C++ code -->
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<texture n="0">
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<type>light-sprite</type>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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</texture>
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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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<eye_alt>
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<use>/sim/rendering/eye-altitude-m</use>
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</eye_alt>
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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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<use_night_vision>
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<use>/sim/rendering/als-filters/use-night-vision</use>
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</use_night_vision>
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<use_IR_vision>
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<use>/sim/rendering/als-filters/use-IR-vision</use>
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</use_IR_vision>
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</parameters>
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<technique n="6">
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<!-- Combined technique -->
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<predicate>
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<and>
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<property>/sim/rendering/point-sprites</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_point_sprite</extension-supported>
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<extension-supported>GL_ARB_point_parameters</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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<render-bin>
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<bin-number>8</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<lighting>false</lighting>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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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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<alpha-test>
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<comparison>gequal</comparison>
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<reference type="float">0.1</reference>
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</alpha-test>
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<cull-face>back</cull-face>
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<polygon-mode>
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<front>point</front>
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</polygon-mode>
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<point>
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<min-size>
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<use>min-size</use>
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</min-size>
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<max-size>
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<use>max-size</use>
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</max-size>
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<size>
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<use>size</use>
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</size>
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<attenuation>
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<use>attenuation</use>
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</attenuation>
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</point>
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<texture-unit>
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<unit>0</unit>
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<point-sprite>true</point-sprite>
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<type>
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<use>texture[0]/type</use>
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</type>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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</texture-unit>
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</pass>
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</technique>
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<technique n="7">
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<!-- Sprite technique -->
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<predicate>
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<and>
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<property>/sim/rendering/point-sprites</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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<extension-supported>GL_ARB_point_sprite</extension-supported>
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</or>
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</and>
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</predicate>
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<pass>
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<render-bin>
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<bin-number>8</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<lighting>false</lighting>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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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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<cull-face>back</cull-face>
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<polygon-mode>
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<front>point</front>
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</polygon-mode>
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<texture-unit>
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<unit>0</unit>
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<point-sprite>true</point-sprite>
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<type>
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<use>texture[0]/type</use>
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</type>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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</texture-unit>
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</pass>
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</technique>
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<technique n="8">
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<!-- Attenuation technique -->
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<predicate>
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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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<extension-supported>GL_ARB_point_parameters</extension-supported>
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</or>
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</and>
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</predicate>
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<pass>
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<point>
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<min-size>
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<use>min-size</use>
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</min-size>
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<max-size>
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<use>max-size</use>
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</max-size>
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<size>
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<use>size</use>
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</size>
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<attenuation>
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<use>attenuation</use>
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</attenuation>
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</point>
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<render-bin>
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<bin-number>8</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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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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<lighting>false</lighting>
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<cull-face>back</cull-face>
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<polygon-mode>
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<front>point</front>
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</polygon-mode>
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</pass>
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</technique>
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<technique n="9">
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<!-- Basic technique -->
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<pass>
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<render-bin>
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<bin-number>8</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<lighting>false</lighting>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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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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<cull-face>back</cull-face>
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<polygon-mode>
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<front>point</front>
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</polygon-mode>
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</pass>
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</technique>
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<technique n="19">
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<scheme>als-lighting</scheme>
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<!-- ALS -->
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<predicate>
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<and>
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<property>/sim/rendering/point-sprites</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_point_sprite</extension-supported>
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<extension-supported>GL_ARB_point_parameters</extension-supported>
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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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<render-bin>
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<bin-number>8</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<lighting>false</lighting>
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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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<!--<alpha-test>
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<comparison>gequal</comparison>
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<reference type="float">0.03</reference>
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</alpha-test>-->
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<cull-face>back</cull-face>
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<polygon-mode>
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<front>point</front>
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</polygon-mode>
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<point>
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<min-size>
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<use>min-size</use>
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</min-size>
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<max-size>
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<use>max-size</use>
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</max-size>
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<size>
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<use>size</use>
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</size>
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<attenuation>
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<use>attenuation</use>
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</attenuation>
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</point>
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<texture-unit>
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<unit>0</unit>
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<point-sprite>true</point-sprite>
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<type>
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<use>texture[0]/type</use>
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</type>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/ALS/surface-light.vert</vertex-shader>
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<fragment-shader>Shaders/ALS/surface-light.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
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</program>
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<uniform>
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<name>size</name>
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<type>float</type>
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<value>
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<use>size</use>
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</value>
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</uniform>
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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>eye_alt</name>
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<type>float</type>
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<value>
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<use>eye_alt</use>
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</value>
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</uniform>
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<uniform>
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<name>max_size</name>
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<type>float</type>
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<value>
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<use>max-size</use>
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</value>
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</uniform>
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<uniform>
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<name>is_directional</name>
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<type>bool</type>
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<!-- Short-term fix for unstable normals in taxiway lights -->
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<value>false</value>
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</uniform>
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<uniform>
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<name>use_night_vision</name>
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<type>bool</type>
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<value>
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<use>use_night_vision</use>
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</value>
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</uniform>
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<uniform>
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<name>use_IR_vision</name>
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<type>bool</type>
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<value>
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<use>use_IR_vision</use>
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</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>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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<vertex-program-point-size>true</vertex-program-point-size>
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</pass>
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</technique>
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</PropertyList>
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