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@ -90,9 +90,7 @@ Values are assigned to technique properties in several ways:
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Then, in the parameters section of the effect:
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<parameters>
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<material>
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<ambient type="vec4d">
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0.2 .2 0.2 1.0
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</ambient>
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<ambient type="vec4d">0.2 0.2 0.2 1.0</ambient>
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</material>
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</parameters>
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@ -152,7 +150,12 @@ polygon-mode - children: front, back
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program
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vertex-shader
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geometry-shader
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fragment-shader
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attribute
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geometry-vertices-out: integer, max number of vertices emitted by geometry shader
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geometry-input-type - points, lines, lines-adjacency, triangles, triangles-adjacency
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geometry-output-type - points, line-strip, triangle-strip
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render-bin - (OSG) children: bin-number, bin-name
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@ -171,7 +174,7 @@ texture-unit - has several child properties:
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wrap-s
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wrap-t
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wrap-r
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The following builtin types are supported:
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The following built-in types are supported:
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white - 1 pixel white texture
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noise - a 3d noise texture
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environment
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@ -211,8 +214,49 @@ those parameters in its "techniques" section. The derived effect
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overrides any default values that might be in the base effect's
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parameters section.
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Generate
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--------
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Often shader effects need tangent vectors to work properly. These
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tangent vectors, usually called tangent and binormal, are computed
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on the CPU and given to the shader as vertex attributes. These
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vectors are computed on demand on the geometry using the effect if
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the 'generate' clause is present in the effect file. Exemple :
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<generate>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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<normal type="int">8</normal>
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</generate>
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Valid subnodes of 'generate' are 'tangent', 'binormal' or 'normal'.
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The integer value of these subnode is the index of the attribute
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that will hold the value of the vec3 vector.
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The generate clause is located under PropertyList in the xml file.
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In order to be available for the vertex shader, these data should
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be bound to an attribute in the program clause, like this :
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<program>
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<vertex-shader>my_vertex_shader</vertex-shader>
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<attribute>
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<name>my_tangent_attribute</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>my_binormal_attribute</name>
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<index>7</index>
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</attribute>
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</program>
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attribute names are whatever the shader use. The index is the one
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declared in the 'generate' clause. So because generate/tangent has
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value 6 and my_tangent_attribute has index 6, my_tangent_attribute
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holds the tangent value for the vertex.
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Default Effects in Terrain Materials and Models
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---------------------------------------
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-----------------------------------------------
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Effects for terrain work in this way: for each material type in
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materials.xml an effect is created that inherits from a single default
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@ -260,3 +304,30 @@ Examples
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The Effects directory contains the effects definitions; look there for
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examples. Effects/crop.eff is a good example of a complex effect.
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Application
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-----------
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To apply an effect to a model or part of a model use:
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<effect>
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<inherits-from>Effects/light-cone</inherits-from>
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<object-name>Cone</object-name>
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</effect>
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where <inherits-from> </inherits-from> contains the path to the effect you want to apply.
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The effect does not need the file extension.
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NOTE:
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Chrome, although now implemented as an effect, still retains the old method of application:
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<animation>
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<type>shader</type>
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<shader>chrome</shader>
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<texture>glass_shader.png</texture>
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<object-name>windscreen</object-name>
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</animation>
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in order to maintain backward compatibility.
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