4564b30eac
Previously haze calculations were performed in the main body of the ws30 shaders (inherited from the ALS terrain shaders). This change creates a common applyHaze function to consistently apply haze. This is not ws30 specific, and could be used to replace the haze calculations of all ALS shaders for improved consistency.
967 lines
29 KiB
XML
967 lines
29 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<!--
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WS30 terrain overlay effect. There are 2 passes over the terrain.
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The 1st pass is a normal ALS ultra shaders pass from ws30.eff.
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This pass should be kept up to date with ws30.eff.
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The 2nd pass uses geometry shaders to add smaller scale volumetric detail with
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simplified lighting. The fragment shader used for the 2nd pass is the same as WS2 currently.
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-->
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<name>Effects/ws30-overlay</name>
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<inherits-from>Effects/ws30</inherits-from>
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<parameters>
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<texture n="20">
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<!-- <image>Textures/Terrain/void.png</image> temp. -->
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<image>Textures/Terrain/mixedforest-hires.png</image> <!-- testing -->
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<type>2d</type>
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<filter>nearest-mipmap-nearest</filter>
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<mag-filter>nearest</mag-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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<texture n="21">
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<!-- <image>Textures/Terrain/void.png</image> temp. -->
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<image>Textures/Terrain/grass_hires.png</image> <!-- testing -->
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<type>2d</type>
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<filter>nearest-mipmap-nearest</filter>
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<mag-filter>nearest</mag-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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<max_overlay_height>1.5</max_overlay_height>
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<overlay_scale>1.0</overlay_scale>
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<overlay_brightness_top>1.0</overlay_brightness_top>
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<overlay_brightness_bottom>0.5</overlay_brightness_bottom>
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<overlay_hardness>0.5</overlay_hardness>
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<overlay_secondary_hardness>0.5</overlay_secondary_hardness>
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<overlay_density>0.5</overlay_density>
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<overlay_steepness_factor>0.8</overlay_steepness_factor>
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<overlay_secondary_density>0.5</overlay_secondary_density> <!-- Testing: should be 0.0 -->
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<overlay_autumn_flag>0</overlay_autumn_flag>
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<overlay_secondary_flag>1</overlay_secondary_flag> <!-- Testing: was 0 -->
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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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<and>
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<less-equal>
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<value type="float">6.0</value>
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<float-property>/sim/rendering/shaders/landmass</float-property>
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</less-equal>
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<less-equal>
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<value type="float">6.0</value>
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<float-property>/sim/rendering/shaders/transition</float-property>
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</less-equal>
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<less-equal>
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<value type="float">1.0</value>
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<float-property>/sim/rendering/shaders/vegetation-effects</float-property>
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</less-equal>
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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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<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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<extension-supported>GL_EXT_geometry_shader4</extension-supported>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></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><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<!-- texture unit 0 direct from VPBBuilder.cxx -->
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<texture-unit>
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<unit>1</unit>
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<image><use>texture[1]/image</use></image>
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<filter>nearest-mipmap-nearest</filter>
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<mag-filter>nearest-mipmap-nearest</mag-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>2</unit>
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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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<image><use>texture[3]/image</use></image>
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<filter><use>texture[3]/filter</use></filter>
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<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
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<internal-format><use>texture[3]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<image><use>texture[4]/image</use></image>
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<filter><use>texture[4]/filter</use></filter>
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<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
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<internal-format><use>texture[4]/internal-format</use></internal-format>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<image><use>texture[6]/image</use></image>
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<filter><use>texture[6]/filter</use></filter>
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<wrap-s><use>texture[6]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[6]/wrap-t</use></wrap-t>
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<internal-format><use>texture[6]/internal-format</use></internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/ws30-ALS-ultra.vert</vertex-shader>
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<vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
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<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
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<fragment-shader>Shaders/ws30-ALS-ultra.frag</fragment-shader>
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<fragment-shader>Shaders/ws30-ALS-landclass-search-functions.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>quality_level</name>
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<type>int</type>
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<value><use>quality_level</use></value>
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</uniform>
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<uniform>
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<name>grain_strength</name>
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<type>float</type>
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<value><use>grain_strength</use></value>
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</uniform>
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<uniform>
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<name>intrinsic_wetness</name>
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<type>float</type>
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<value><use>intrinsic_wetness</use></value>
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</uniform>
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<uniform>
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<name>transition_model</name>
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<type>float</type>
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<value><use>transition_model</use></value>
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</uniform>
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<uniform>
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<name>hires_overlay_bias</name>
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<type>float</type>
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<value><use>hires_overlay_bias</use></value>
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</uniform>
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<uniform>
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<name>dot_density</name>
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<type>float</type>
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<value><use>dot_density</use></value>
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</uniform>
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<uniform>
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<name>dot_size</name>
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<type>float</type>
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<value><use>dot_size</use></value>
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</uniform>
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<uniform>
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<name>dust_resistance</name>
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<type>float</type>
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<value><use>dust_resistance</use></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><use>visibility</use></value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value><use>avisibility</use></value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value><use>lthickness</use></value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value><use>scattering</use></value>
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</uniform>
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<uniform>
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<name>ground_scattering</name>
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<type>float</type>
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<value><use>ground_scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>terrain_alt</name>
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<type>float</type>
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<value><use>terrain_alt</use></value>
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</uniform>
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<uniform>
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<name>overcast</name>
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<type>float</type>
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<value><use>overcast</use></value>
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</uniform>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value><use>eye_alt</use></value>
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</uniform>
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<uniform>
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<name>eye_lat</name>
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<type>float</type>
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<value><use>eye_lat</use></value>
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</uniform>
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<uniform>
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<name>eye_lon</name>
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<type>float</type>
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<value><use>eye_lon</use></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><use>snow_level</use></value>
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</uniform>
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<uniform>
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<name>snow_thickness_factor</name>
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<type>float</type>
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<value><use>snow_thickness_factor</use></value>
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</uniform>
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<uniform>
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<name>dust_cover_factor</name>
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<type>float</type>
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<value><use>dust_cover_factor</use></value>
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</uniform>
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<uniform>
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<name>lichen_cover_factor</name>
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<type>float</type>
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<value> <use>lichen_cover_factor</use></value>
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</uniform>
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<uniform>
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<name>wetness</name>
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<type>float</type>
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<value><use>wetness</use></value>
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</uniform>
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<uniform>
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<name>fogstructure</name>
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<type>float</type>
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<value><use>fogstructure</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>season</name>
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<type>float</type>
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<value><use>season</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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<!-- secondary lights -->
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<uniform>
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<name>view_pitch_offset</name>
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<type>float</type>
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<value><use>view_pitch_offset</use></value>
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</uniform>
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<uniform>
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<name>view_heading_offset</name>
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<type>float</type>
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<value><use>view_heading_offset</use></value>
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</uniform>
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<uniform>
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<name>field_of_view</name>
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<type>float</type>
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<value><use>view_fov</use></value>
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</uniform>
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<uniform>
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<name>landing_light1_offset</name>
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<type>float</type>
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<value><use>landing_light1_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light2_offset</name>
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</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_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>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>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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<!-- cloud shadows -->
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<uniform>
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<name>cloudpos1_x</name>
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<type>float</type>
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<value><use>cloudpos1_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos1_y</name>
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<type>float</type>
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<value><use>cloudpos1_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos2_x</name>
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<type>float</type>
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<value><use>cloudpos2_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos2_y</name>
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<type>float</type>
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<value><use>cloudpos2_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos3_x</name>
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<type>float</type>
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<value><use>cloudpos3_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos3_y</name>
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<type>float</type>
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<value><use>cloudpos3_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos4_x</name>
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<type>float</type>
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<value><use>cloudpos4_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos4_y</name>
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<type>float</type>
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<value><use>cloudpos4_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos5_x</name>
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<type>float</type>
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<value><use>cloudpos5_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos5_y</name>
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<type>float</type>
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<value><use>cloudpos5_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos6_x</name>
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<type>float</type>
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<value><use>cloudpos6_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos6_y</name>
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<type>float</type>
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<value><use>cloudpos6_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos7_x</name>
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<type>float</type>
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<value><use>cloudpos7_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos7_y</name>
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<type>float</type>
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<value><use>cloudpos7_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos8_x</name>
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<type>float</type>
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<value><use>cloudpos8_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos8_y</name>
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<type>float</type>
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<value><use>cloudpos8_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos9_x</name>
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<type>float</type>
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<value><use>cloudpos9_x</use></value>
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</uniform>
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<uniform>
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<name>cloudpos9_y</name>
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<type>float</type>
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<value><use>cloudpos9_y</use></value>
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</uniform>
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<uniform>
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<name>cloudpos10_x</name>
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<type>float</type>
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<value><use>cloudpos10_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos10_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos10_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos11_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos11_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos11_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos11_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos12_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos12_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos12_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos12_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos13_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos13_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos13_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos13_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos14_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos14_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos14_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos14_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos15_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos15_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos15_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos15_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos16_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos16_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos16_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos16_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos17_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos17_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos17_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos17_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos18_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos18_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos18_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos18_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos19_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos19_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos19_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos19_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos20_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos20_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos20_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos20_y</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>WindE</name>
|
|
<type>float</type>
|
|
<value><use>windE</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>WindN</name>
|
|
<type>float</type>
|
|
<value><use>windN</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_searchlight</name>
|
|
<type>int</type>
|
|
<value> <use>use_searchlight</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_landing_light</name>
|
|
<type>int</type>
|
|
<value> <use>use_landing_light</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_alt_landing_light</name>
|
|
<type>int</type>
|
|
<value> <use>use_alt_landing_light</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>display_xsize</name>
|
|
<type>int</type>
|
|
<value><use>display_xsize</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>display_ysize</name>
|
|
<type>int</type>
|
|
<value><use>display_ysize</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>wind_effects</name>
|
|
<type>int</type>
|
|
<value><use>wind_effects</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloud_shadow_flag</name>
|
|
<type>int</type>
|
|
<value><use>cloud_shadow_flag</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>rock_strata</name>
|
|
<type>int</type>
|
|
<value><use>rock_strata</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>raise_vertex</name>
|
|
<type>bool</type>
|
|
<value> <use>raise_vertex</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>landclass</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>textureArray</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">1</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>perlin</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">6</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>swatch_size</name>
|
|
<type>int</type>
|
|
<!--
|
|
Testing: hardcoded placeholder to allow noise to be calculated while looking up textures
|
|
<value><use>xsize</use></value>
|
|
-->
|
|
<value>2000</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>colorMode</name>
|
|
<type>int</type>
|
|
<value>2</value>
|
|
<!-- AMBIENT_AND_DIFFUSE -->
|
|
</uniform>
|
|
<!-- BEGIN shadows include -->
|
|
<uniform>
|
|
<name>shadow_tex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">10</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>shadows_enabled</name>
|
|
<type>bool</type>
|
|
<value>
|
|
<use>shadows_enabled</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>sun_atlas_size</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>sun_atlas_size</use>
|
|
</value>
|
|
</uniform>
|
|
<!-- END shadows include -->
|
|
</pass>
|
|
|
|
<pass n="2">
|
|
<lighting>true</lighting>
|
|
<material>
|
|
<ambient><use>material/ambient</use></ambient>
|
|
<diffuse><use>material/diffuse</use></diffuse>
|
|
<specular><use>material/specular</use></specular>
|
|
<emissive><use>material/emissive</use></emissive>
|
|
<shininess><use>material/shininess</use></shininess>
|
|
<color-mode>ambient-and-diffuse</color-mode>
|
|
</material>
|
|
<alpha-test><use>transparent</use></alpha-test>
|
|
<shade-model>smooth</shade-model>
|
|
<!--<alpha-to-coverage>true</alpha-to-coverage>-->
|
|
|
|
<cull-face>back</cull-face>
|
|
|
|
<!--<render-bin>
|
|
<bin-number>111</bin-number>
|
|
<bin-name>DepthSortedBin</bin-name>
|
|
</render-bin>-->
|
|
<render-bin>
|
|
<bin-number><use>render-bin/bin-number</use></bin-number>
|
|
<bin-name><use>render-bin/bin-name</use></bin-name>
|
|
</render-bin>
|
|
|
|
<texture-unit>
|
|
<unit>7</unit>
|
|
<type><use>texture[20]/type</use></type>
|
|
<image><use>texture[20]/image</use></image>
|
|
<filter><use>texture[20]/filter</use></filter>
|
|
<mag-filter><use>texture[20]/mag-filter</use></mag-filter>
|
|
<wrap-s><use>texture[20]/wrap-s</use></wrap-s>
|
|
<wrap-t><use>texture[20]/wrap-t</use></wrap-t>
|
|
<internal-format><use>texture[20]/internal-format</use></internal-format>
|
|
</texture-unit>
|
|
<texture-unit>
|
|
<unit>8</unit>
|
|
<type><use>texture[21]/type</use></type>
|
|
<image><use>texture[21]/image</use></image>
|
|
<filter><use>texture[21]/filter</use></filter>
|
|
<mag-filter><use>texture[21]/mag-filter</use></mag-filter>
|
|
<wrap-s><use>texture[21]/wrap-s</use></wrap-s>
|
|
<wrap-t><use>texture[21]/wrap-t</use></wrap-t>
|
|
<internal-format><use>texture[21]/internal-format</use></internal-format>
|
|
</texture-unit>
|
|
<program>
|
|
<vertex-shader>Shaders/ws30-overlay-ALS.vert</vertex-shader>
|
|
<geometry-shader>Shaders/ws30-overlay-ALS.geom</geometry-shader>
|
|
<fragment-shader>Shaders/terrain-overlay-ALS.frag</fragment-shader>
|
|
<fragment-shader>Shaders/noise.frag</fragment-shader>
|
|
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
|
|
<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
|
|
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
|
|
<geometry-vertices-out type="int">96</geometry-vertices-out>
|
|
<geometry-input-type>triangles</geometry-input-type>
|
|
<geometry-output-type>triangle-strip</geometry-output-type>
|
|
</program>
|
|
<uniform>
|
|
<name>overlayPrimaryTex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">7</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overlaySecondaryTex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">8</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>visibility</name>
|
|
<type>float</type>
|
|
<value><use>visibility</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>avisibility</name>
|
|
<type>float</type>
|
|
<value><use>avisibility</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>scattering</name>
|
|
<type>float</type>
|
|
<value><use>scattering</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overlay_bias</name>
|
|
<type>float</type>
|
|
<value><use>overlay_bias</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overlay_max_height</name>
|
|
<type>float</type>
|
|
<value><use>max_overlay_height</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overlay_hardness</name>
|
|
<type>float</type>
|
|
<value><use>overlay_hardness</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overlay_secondary_hardness</name>
|
|
<type>float</type>
|
|
<value><use>overlay_secondary_hardness</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overlay_density</name>
|
|
<type>float</type>
|
|
<value><use>overlay_density</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overlay_secondary_density</name>
|
|
<type>float</type>
|
|
<value><use>overlay_secondary_density</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overlay_scale</name>
|
|
<type>float</type>
|
|
<value><use>overlay_scale</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overlay_brightness_top</name>
|
|
<type>float</type>
|
|
<value><use>overlay_brightness_top</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overlay_brightness_bottom</name>
|
|
<type>float</type>
|
|
<value><use>overlay_brightness_bottom</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overlay_steepness_factor</name>
|
|
<type>float</type>
|
|
<value><use>overlay_steepness_factor</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>season</name>
|
|
<type>float</type>
|
|
<value><use>season</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>dust_cover_factor</name>
|
|
<type>float</type>
|
|
<value><use>dust_cover_factor</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>wetness</name>
|
|
<type>float</type>
|
|
<value><use>wetness</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>snowlevel</name>
|
|
<type>float</type>
|
|
<value><use>snow_level</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>snow_thickness_factor</name>
|
|
<type>float</type>
|
|
<value><use>snow_thickness_factor</use></value>
|
|
</uniform>
|
|
|
|
<!-- cloud shadows -->
|
|
<uniform>
|
|
<name>cloudpos_n_x</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos_n_x</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloudpos_n_y</name>
|
|
<type>float</type>
|
|
<value><use>cloudpos_n_y</use></value>
|
|
</uniform>
|
|
|
|
|
|
<!-- filtering -->
|
|
<uniform>
|
|
<name>gamma</name>
|
|
<type>float</type>
|
|
<value><use>gamma</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>brightness</name>
|
|
<type>float</type>
|
|
<value><use>brightness</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_night_vision</name>
|
|
<type>bool</type>
|
|
<value><use>use_night_vision</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_IR_vision</name>
|
|
<type>bool</type>
|
|
<value><use>use_IR_vision</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_filtering</name>
|
|
<type>bool</type>
|
|
<value><use>use_filtering</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>delta_T</name>
|
|
<type>float</type>
|
|
<value><use>delta_T</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fact_grey</name>
|
|
<type>float</type>
|
|
<value><use>fact_grey</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fact_black</name>
|
|
<type>float</type>
|
|
<value><use>fact_black</use></value>
|
|
</uniform>
|
|
|
|
<uniform>
|
|
<name>display_xsize</name>
|
|
<type>int</type>
|
|
<value><use>display_xsize</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>display_ysize</name>
|
|
<type>int</type>
|
|
<value><use>display_ysize</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overlay_autumn_flag</name>
|
|
<type>int</type>
|
|
<value><use>overlay_autumn_flag</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overlay_secondary_flag</name>
|
|
<type>int</type>
|
|
<value><use>overlay_secondary_flag</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloud_shadow_flag</name>
|
|
<type>int</type>
|
|
<value><use>cloud_shadow_flag</use></value>
|
|
</uniform>
|
|
<!-- BEGIN shadows include -->
|
|
<uniform>
|
|
<name>shadow_tex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">10</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>shadows_enabled</name>
|
|
<type>bool</type>
|
|
<value>
|
|
<use>shadows_enabled</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>sun_atlas_size</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>sun_atlas_size</use>
|
|
</value>
|
|
</uniform>
|
|
<!-- END shadows include -->
|
|
|
|
<blend>
|
|
<active>true</active>
|
|
<source>src-alpha</source>
|
|
<destination>one-minus-src-alpha</destination>
|
|
</blend>
|
|
|
|
<depth>
|
|
<write-mask>false</write-mask>
|
|
</depth>
|
|
</pass>
|
|
</technique>
|
|
</PropertyList>
|