528 lines
16 KiB
XML
528 lines
16 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/glass</name>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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<texture n="1">
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<image>Aircraft/Generic/Effects/window_frost.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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<!-- placeholder for the function texture used for fogging, wiper area,...-->
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<texture n="2">
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<type>white</type>
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</texture>
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<!-- texture for reflections in the glass -->
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<texture n="3">
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<type>cubemap</type>
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
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</images>
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</texture>
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<!-- placeholder lightmap texture for reflections in the glass -->
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<texture n="4">
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<type>cubemap</type>
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
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</images>
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</texture>
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<glass-tint type="vec4d" n="0"> 1.0 1.0 1.0 1.0</glass-tint>
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<overlay-color type="vec3d" n="0"> 1.0 1.0 1.0</overlay-color>
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<splash-x><use>/environment/aircraft-effects/splash-vector-x</use></splash-x>
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<splash-y><use>/environment/aircraft-effects/splash-vector-y</use></splash-y>
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<splash-z><use>/environment/aircraft-effects/splash-vector-z</use></splash-z>
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<rnorm><use>/environment/rain-norm</use></rnorm>
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<gsnorm><use>/environment/aircraft-effects/ground-splash-norm</use></gsnorm>
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<frost-level><use>/environment/aircraft-effects/frost-level</use></frost-level>
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<surface-mapping-scheme type="int">0</surface-mapping-scheme>
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<fog-level><use>/environment/aircraft-effects/fog-level</use></fog-level>
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<use-wipers><use>/environment/aircraft-effects/use-wipers</use></use-wipers>
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<use-overlay><use>/environment/aircraft-effects/use-overlay</use></use-overlay>
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<overlay-alpha><use>/environment/aircraft-effects/overlay-alpha</use></overlay-alpha>
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<overlay-glare type="float">0.5</overlay-glare>
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<use-reflection type="int">0</use-reflection>
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<reflection-strength type="float">1.0</reflection-strength>
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<use-mask type="int">0</use-mask>
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<use-reflection-lightmap type="int">0</use-reflection-lightmap>
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<lightmap-multi type="int">0</lightmap-multi>
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<lightmap-factor type="float" n="0">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </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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</parameters>
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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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<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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<depth>
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<write-mask type="bool">false</write-mask>
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</depth>
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<material>
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<active><use>material/active</use></active>
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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><use>material/color-mode</use></color-mode>
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</material>
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<blend>
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<active><use>blend/active</use></active>
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<source><use>blend/source</use></source>
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<destination><use>blend/destination</use></destination>
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</blend>
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<shade-model><use>shade-model</use></shade-model>
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<cull-face><use>cull-face</use></cull-face>
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<rendering-hint><use>rendering-hint</use></rendering-hint>
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<render-bin>
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<bin-number>111</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<texture-unit>
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<!-- The texture unit is always active because the shaders expect
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that. -->
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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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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> <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>1</unit>
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<type><use>texture[1]/type</use></type>
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<image><use>texture[1]/image</use></image>
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<filter><use>texture[1]/filter</use></filter>
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<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
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<internal-format><use>texture[1]/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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<type><use>texture[2]/type</use></type>
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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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<type><use>texture[3]/type</use></type>
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<images><use>texture[3]/images</use></images>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<type><use>texture[4]/type</use></type>
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<images><use>texture[4]/images</use></images>
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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/glass-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/glass-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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</program>
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<uniform>
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<name>tint</name>
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<type>float-vec4</type>
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<value><use>glass-tint</use></value>
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</uniform>
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<uniform>
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<name>overlay_color</name>
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<type>float-vec3</type>
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<value><use>overlay-color</use></value>
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</uniform>
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<uniform>
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<name>lightmap_r_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[0]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_r_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[0]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_g_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[1]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_g_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[1]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_b_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[2]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_b_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[2]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_a_factor</name>
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<type>float</type>
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<value><use>lightmap-factor[3]</use></value>
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</uniform>
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<uniform>
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<name>lightmap_a_color</name>
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<type>float-vec3</type>
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<value><use>lightmap-color[3]</use></value>
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</uniform>
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<uniform>
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<name>splash_x</name>
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<type>float</type>
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<value><use>splash-x</use></value>
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</uniform>
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<uniform>
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<name>splash_y</name>
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<type>float</type>
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<value><use>splash-y</use></value>
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</uniform>
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<uniform>
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<name>splash_z</name>
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<type>float</type>
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<value><use>splash-z</use></value>
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</uniform>
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<uniform>
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<name>rain_norm</name>
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<type>float</type>
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<value><use>rnorm</use></value>
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</uniform>
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<uniform>
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<name>ground_splash_norm</name>
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<type>float</type>
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<value><use>gsnorm</use></value>
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</uniform>
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<uniform>
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<name>frost_level</name>
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<type>float</type>
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<value><use>frost-level</use></value>
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</uniform>
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<uniform>
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<name>fog_level</name>
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<type>float</type>
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<value><use>fog-level</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>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>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>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>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>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>air_pollution</name>
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<type>float</type>
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<value><use>air_pollution</use></value>
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</uniform>
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<uniform>
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<name>reflection_strength</name>
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<type>float</type>
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<value><use>reflection-strength</use></value>
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</uniform>
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<uniform>
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<name>overlay_alpha</name>
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<type>float</type>
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<value><use>overlay-alpha</use></value>
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</uniform>
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<uniform>
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<name>overlay_glare</name>
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<type>float</type>
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<value><use>overlay-glare</use></value>
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</uniform>
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<!-- filtering -->
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<uniform>
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<name>gamma</name>
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<type>float</type>
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<value><use>gamma</use></value>
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</uniform>
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<uniform>
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<name>brightness</name>
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<type>float</type>
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<value><use>brightness</use></value>
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</uniform>
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<uniform>
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<name>use_filtering</name>
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<type>bool</type>
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<value><use>use_filtering</use></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><use>use_night_vision</use></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><use>use_IR_vision</use></value>
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</uniform>
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<uniform>
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<name>delta_T</name>
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<type>float</type>
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<value><use>delta_T</use></value>
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</uniform>
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<uniform>
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<name>fact_grey</name>
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<type>float</type>
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<value><use>fact_grey</use></value>
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</uniform>
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<uniform>
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<name>fact_black</name>
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<type>float</type>
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<value><use>fact_black</use></value>
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</uniform>
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<uniform>
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<name>display_xsize</name>
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<type>int</type>
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<value><use>display_xsize</use></value>
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</uniform>
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<uniform>
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<name>display_ysize</name>
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<type>int</type>
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<value><use>display_ysize</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>frost_texture</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>func_texture</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>cube_texture</name>
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<type>sampler-cube</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>cube_light_texture</name>
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<type>sampler-cube</type>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>use_reflection</name>
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<type>int</type>
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<value><use>use-reflection</use></value>
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</uniform>
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<uniform>
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<name>use_mask</name>
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<type>int</type>
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<value><use>use-mask</use></value>
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</uniform>
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<uniform>
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<name>use_wipers</name>
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<type>int</type>
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<value><use>use-wipers</use></value>
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</uniform>
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<uniform>
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<name>use_overlay</name>
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<type>int</type>
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<value><use>use-overlay</use></value>
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</uniform>
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<uniform>
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<name>use_reflection_lightmap</name>
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<type>int</type>
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<value><use>use-reflection-lightmap</use></value>
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</uniform>
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<uniform>
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<name>lightmap_multi</name>
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<type>int</type>
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<value><use>lightmap-multi</use></value>
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</uniform>
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<uniform>
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<name>adaptive_mapping</name>
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<type>int</type>
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<value><use>surface-mapping-scheme</use></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><use>material/color-mode-uniform</use></value>
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</uniform>
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</pass>
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</technique>
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<!-- fall back to a fixed pipeline technique equivalent to model-transparent otherwise -->
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<!-- Rembrandt technique of model-default comes at 10, so we insert before that -->
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|
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<technique n="9">
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<pass>
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<lighting>true</lighting>
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<depth>
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<write-mask type="bool">false</write-mask>
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</depth>
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<material>
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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
|
|
<use>material/shininess</use>
|
|
</shininess>
|
|
<color-mode>
|
|
<use>material/color-mode</use>
|
|
</color-mode>
|
|
</material>
|
|
<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>
|
|
<render-bin>
|
|
<bin-number>111</bin-number>
|
|
<bin-name>DepthSortedBin</bin-name>
|
|
</render-bin>
|
|
<texture-unit>
|
|
<unit>0</unit>
|
|
<active>
|
|
<use>texture[0]/active</use>
|
|
</active>
|
|
<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>
|
|
|
|
<environment>
|
|
<mode>modulate</mode>
|
|
</environment>
|
|
</texture-unit>
|
|
</pass>
|
|
</technique>
|
|
|
|
<!-- Don't use the usual scheme because model-combined requires technique
|
|
number 7. We need to place this technique before it. -->
|
|
<technique n="1">
|
|
<scheme>hdr-geometry</scheme>
|
|
</technique>
|
|
<!-- TODO: Actually implement a glass shader instead of just hiding it -->
|
|
<technique n="2">
|
|
<scheme>hdr-forward</scheme>
|
|
</technique>
|
|
</PropertyList>
|
|
|
|
|