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fgdata/Effects/reflect-bump-spec.eff
Vivian Meazza e9c37c0b74 Add runway rain effect (experimental)
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-11-27 23:12:59 +00:00

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<?xml version="1.0" encoding="utf-8"?>
<!-- Reflections + Bumpmapping + specular
PARAMETERS: There are two forms of cube map texture:- vertical cross and 6 images.
Either can be used - alternative forms are shown in <parameters> and in <texture-unit>
The reflection is set proportional to the shininess of the material. Thus by
varying the material shininess value over or between objects the amount of
refection can be controlled. The overall amount of reflection may be
adjusted by the use of <refl_correction> -1.0 (fully transparent)- 1.0 (fully opaque).
The overall values of the noisiness, coloured fringing or fresnel effect may be adjusted
by the use of <noisiness>, <rainbowiness> and <fresneliness>.
If your result is too dark/too light the overall ambient light value can be adjusted
by the use of <ambient_correction>. This correction also takes out some of the blueness
added as default to compensate for the lack of reflection.
To use a reflection map set <reflect_map> to 1,and the path to the map texture in
<texture n="8">
A default, null, bumpspec is specified as texture unit 4. To provide a custom bumpspec map,
define <texture n="4"> in the derived effect file
If you are using Direct Draw Surface (.dds) files for your bumpmap set <normalmap_dds> to 1.
USE: To use the default reflection effect (controlled by material shininess values) use
<effect>
<inherits-from>Effects/reflect-bump-spec</inherits-from>
<object-name>Fuselage</object-name>
</effect>
To use your own reflection effect, use
<effect>
<inherits-from>Aircraft/Lightning/Models/Effects/lightningreflect</inherits-from>
<object-name>Fuselage</object-name>
</effect>
in your model file.
To use your own effect place your efffect file containing something like this:
<name>Effects/lightningreflect</name>
<inherits-from>Effects/reflect-bump-spec</inherits-from>
and the the modified tags in the path as above
EXAMPLES: You can find examples of both usages in the Hunter and Lightning models.
-->
<PropertyList>
<name>Effects/reflect-bump-spec</name>
<inherits-from>Effects/model-default</inherits-from>
<parameters>
<texture n="4">
<image>Aircraft/Generic/Effects/null_bumpspec.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="5">
<type>cubemap</type>
<!-- use this form for a cube cross -->
<!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->
<!-- use this form for a 6 image cube map -->
<images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
</images>
</texture>
<texture n="6">
<image>Aircraft/Generic/Effects/Rainbow.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="7">
<image>Aircraft/Generic/Effects/FresnelLookUp.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="8">
<image>Aircraft/Generic/Effects/ReflectMaps/reflectmap.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<rendering-hint>transparent</rendering-hint>
<shade-model>smooth</shade-model>
<rainbowiness type="float">0.01</rainbowiness>
<fresneliness>0.1</fresneliness>
<noisiness>0.25</noisiness>
<refl_correction>0.0</refl_correction>
<ambient_correction>0.05</ambient_correction>
<reflect_map>0</reflect_map>
<normalmap_dds>0</normalmap_dds>
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
</fogtype>
</parameters>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shader-effects</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<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>
<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>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<texture-unit>
<unit>0</unit>
<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>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>4</unit>
<image>
<use>texture[4]/image</use>
</image>
<filter>
<use>texture[4]/filter</use>
</filter>
<wrap-s>
<use>texture[4]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[4]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>5</unit>
<type>
<use>texture[5]/type</use>
</type>
<!-- use this form for a cube cross -->
<!--<image><use>texture[5]/image</use></image>-->
<!-- use this form for a 6 image cube map -->
<images>
<use>texture[5]/images</use>
</images>
</texture-unit>
<texture-unit>
<unit>6</unit>
<type>
<use>texture[6]/type</use>
</type>
<image>
<use>texture[6]/image</use>
</image>
<filter>
<use>texture[6]/filter</use>
</filter>
<wrap-s>
<use>texture[6]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[6]/wrap-t</use>
</wrap-t>
</texture-unit>
<texture-unit>
<unit>7</unit>
<type>
<use>texture[7]/type</use>
</type>
<image>
<use>texture[7]/image</use>
</image>
<filter>
<use>texture[7]/filter</use>
</filter>
<wrap-s>
<use>texture[7]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[7]/wrap-t</use>
</wrap-t>
</texture-unit>
<texture-unit>
<unit>8</unit>
<image>
<use>texture[8]/image</use>
</image>
<filter>
<use>texture[8]/filter</use>
</filter>
<wrap-s>
<use>texture[8]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[8]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>9</unit>
<type>noise</type>
</texture-unit>
<program>
<vertex-shader>Shaders/include_fog.vert</vertex-shader>
<vertex-shader>Shaders/reflect-bump-spec.vert</vertex-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/reflect-bump-spec.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
<name>BaseTex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>Environment</name>
<type>sampler-cube</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>Rainbow</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>Fresnel</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<uniform>
<name>Map</name>
<type>sampler-2d</type>
<value type="int">8</value>
</uniform>
<uniform>
<name>Noise</name>
<type>sampler-3d</type>
<value type="int">9</value>
</uniform>
<!-- set the amount of fringing colour 0.0 - 1.0 -->
<uniform>
<name>rainbowiness</name>
<type>float</type>
<value>
<use>rainbowiness</use>
</value>
</uniform>
<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
<uniform>
<name>fresneliness</name>
<type>float</type>
<value>
<use>fresneliness</use>
</value>
</uniform>
<!-- set the amount of noisiness 0.0 - 1.0 -->
<uniform>
<name>noisiness</name>
<type>float</type>
<value>
<use>noisiness</use>
</value>
</uniform>
<!-- The reflection is set proportional to the shininess of the material.
The amount of reflection may be adjusted by the use of this correction
-1.0 (fully transparent)- 1.0 (fully opaque) -->
<uniform>
<name>refl_correction</name>
<type>float</type>
<value>
<use>refl_correction</use>
</value>
</uniform>
<!-- set the amount of ambient light correction 0.0 - 1.0 -->
<uniform>
<name>ambient_correction</name>
<type>float</type>
<value>
<use>ambient_correction</use>
</value>
</uniform>
<!-- use a reflection map-->
<uniform>
<name>reflect_map</name>
<type>float</type>
<value>
<use>reflect_map</use>
</value>
</uniform>
<!-- normalmap is .dds-->
<uniform>
<name>normalmap_dds</name>
<type>float</type>
<value>
<use>normalmap_dds</use>
</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>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>