497 lines
11 KiB
XML
497 lines
11 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/urban</name>
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<inherits-from>Effects/terrain-default</inherits-from>
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<parameters>
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<snow-level>
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<use>/environment/snow-level-m</use>
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</snow-level>
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<depth-factor type="float">0.008</depth-factor>
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<night-color type="vec3d">0.75 0.59 0.05</night-color>
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<quality-level>
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<use>/sim/rendering/shaders/urban</use>
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</quality-level>
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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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<generate>
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<normal type="int">15</normal>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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</generate>
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<technique n="8">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/urban</property>
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<property>/sim/rendering/shaders/quality-level</property>
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<less-equal>
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<value type="float">4.0</value>
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<float-property>/sim/rendering/shaders/urban</float-property>
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</less-equal>
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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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<or>
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<extension-supported>GL_ATI_shader_texture_lod</extension-supported>
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<extension-supported>GL_ARB_shader_texture_lod</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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<lighting>true</lighting>
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<material>
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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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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend>
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<use>transparent</use>
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</blend>
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<alpha-test>
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<use>transparent</use>
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</alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number>
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<use>render-bin/bin-number</use>
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</bin-number>
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<bin-name>
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<use>render-bin/bin-name</use>
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</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>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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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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<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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<texture-unit>
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<unit>1</unit>
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<image>
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<use>texture[2]/image</use>
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</image>
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<filter>
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<use>texture[2]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[2]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[2]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[2]/internal-format</use>
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</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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<image>
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<use>texture[2]/image</use>
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</image>
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<filter>nearest-mipmap-nearest</filter>
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<wrap-s>
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<use>texture[2]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[2]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[2]/internal-format</use>
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</internal-format>
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<mipmap-control>
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<function-r>average</function-r>
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<function-g>average</function-g>
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<function-b>average</function-b>
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<function-a>min</function-a>
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</mipmap-control>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<type>noise</type>
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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/urban.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/urban.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>
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<attribute>
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<name>normal</name>
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<index>15</index>
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</attribute>
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</program>
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<uniform>
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<name>BaseTex</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>NormalTex</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>QDMTex</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>NoiseTex</name>
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<type>sampler-3d</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>depth_factor</name>
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<type>float</type>
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<value>
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<use>depth-factor</use>
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</value>
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</uniform>
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<uniform>
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<name>tile_size</name>
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<type>float</type>
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<value>
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<use>xsize</use>
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</value>
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</uniform>
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<uniform>
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<name>night_color</name>
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<type>float-vec3</type>
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<value>
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<use>night-color</use>
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</value>
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</uniform>
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<uniform>
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<name>quality_level</name>
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<type>float</type>
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<value>
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<use>quality-level</use>
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</value>
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</uniform>
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<uniform>
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<name>snowlevel</name>
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<type>float</type>
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<value>
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<use>snow-level</use>
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</value>
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</uniform>
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<uniform>
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<name>max_lod_level</name>
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<type>float</type>
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<value>
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<use>max-lod-level</use>
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</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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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/urban</property>
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<!--<property>/sim/rendering/shader-effects</property>-->
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<less-equal>
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<value type="float">2.0</value>
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<float-property>/sim/rendering/shaders/quality-level</float-property>
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</less-equal>
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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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<!-- quality level below 4.0 doesn't require GL_ATI_shader_texture_lod or GL_ARB_shader_texture_lod -->
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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>
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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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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend>
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<use>transparent</use>
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</blend>
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<alpha-test>
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<use>transparent</use>
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</alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number>
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<use>render-bin/bin-number</use>
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</bin-number>
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<bin-name>
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<use>render-bin/bin-name</use>
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</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>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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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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<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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<texture-unit>
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<unit>1</unit>
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<image>
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<use>texture[2]/image</use>
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</image>
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<filter>
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<use>texture[2]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[2]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[2]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[2]/internal-format</use>
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</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>noise</type>
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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/urban.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/urban.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>
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<attribute>
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<name>normal</name>
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<index>15</index>
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</attribute>
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</program>
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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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<uniform>
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<name>BaseTex</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>NormalTex</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>NoiseTex</name>
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<type>sampler-3d</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>depth_factor</name>
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<type>float</type>
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<value>
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<use>depth-factor</use>
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</value>
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</uniform>
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<uniform>
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<name>tile_size</name>
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<type>float</type>
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<value>
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<use>xsize</use>
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</value>
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</uniform>
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<uniform>
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<name>night_color</name>
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<type>float-vec3</type>
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<value>
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<use>night-color</use>
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</value>
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</uniform>
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<uniform>
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<name>quality_level</name>
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<type>float</type>
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<value>
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<use>quality-level</use>
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</value>
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</uniform>
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<uniform>
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<name>snowlevel</name>
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<type>float</type>
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<value>
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<use>snow-level</use>
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</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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