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- <?xml version="1.0" encoding="utf-8"?>
- <PropertyList>
- <name>Effects/glass</name>
- <inherits-from>Effects/model-transparent</inherits-from>
- <parameters>
-
- <reflection-enabled type="int">1</reflection-enabled>
- <reflect-map-enabled type="int">0</reflect-map-enabled>
- <reflection-dynamic type="int">1</reflection-dynamic>
- <rain-enabled>1</rain-enabled>
- <reflection-fresnel type="float">0.01</reflection-fresnel>
- <reflection-rainbow type="float">0.09</reflection-rainbow>
- <reflection-noise type="float">0.01</reflection-noise>
- <reflection-correction type="float">-0.75</reflection-correction>
- <ambient-correction type="float">0.01</ambient-correction>
-
-
- <!-- texture for reflections in the glass -->
- <texture n="3">
- <type>cubemap</type>
- <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>
- <!-- placeholder lightmap texture for reflections in the glass -->
- <texture n="4">
- <type>cubemap</type>
- <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>
- <glass-tint type="vec4d" n="0"> 1.0 1.0 1.0 1.0</glass-tint>
- <overlay-color type="vec3d" n="0"> 1.0 1.0 1.0</overlay-color>
- <splash-x><use>/environment/aircraft-effects/splash-vector-x</use></splash-x>
- <splash-y><use>/environment/aircraft-effects/splash-vector-y</use></splash-y>
- <splash-z><use>/environment/aircraft-effects/splash-vector-z</use></splash-z>
- <rnorm><use>/environment/rain-norm</use></rnorm>
- <gsnorm><use>/environment/aircraft-effects/ground-splash-norm</use></gsnorm>
- <frost-level><use>/environment/aircraft-effects/frost-level</use></frost-level>
- <surface-mapping-scheme type="int">0</surface-mapping-scheme>
- <fog-level><use>/environment/aircraft-effects/fog-level</use></fog-level>
- <use-wipers><use>/environment/aircraft-effects/use-wipers</use></use-wipers>
- <use-overlay><use>/environment/aircraft-effects/use-overlay</use></use-overlay>
- <overlay-alpha><use>/environment/aircraft-effects/overlay-alpha</use></overlay-alpha>
- <overlay-glare type="float">0.5</overlay-glare>
- <use-reflection type="int">0</use-reflection>
- <reflection-strength type="float">1.0</reflection-strength>
- <use-mask type="int">0</use-mask>
- <use-reflection-lightmap type="int">0</use-reflection-lightmap>
- <lightmap-multi type="int">0</lightmap-multi>
- <lightmap-factor type="float" n="0">1.0</lightmap-factor>
- <lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
- <lightmap-factor type="float" n="1">1.0</lightmap-factor>
- <lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
- <lightmap-factor type="float" n="2">1.0</lightmap-factor>
- <lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
- <lightmap-factor type="float" n="3">1.0</lightmap-factor>
- <lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
- <texture n="8">
- <image>Textures/PBR/dfg_lut.dds</image>
- <type>2d</type>
- <filter>linear</filter>
- <mag-filter>linear</mag-filter>
- <wrap-s>clamp-to-edge</wrap-s>
- <wrap-t>clamp-to-edge</wrap-t>
- <internal-format>normalized</internal-format>
- </texture>
- </parameters>
- <technique n="4">
- <predicate>
- <and>
- <property>/sim/rendering/shaders/skydome</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>
- <depth>
- <write-mask type="bool">false</write-mask>
- </depth>
- <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>
- <render-bin>
- <bin-number>111</bin-number>
- <bin-name>DepthSortedBin</bin-name>
- </render-bin>
- <texture-unit>
- <!-- The texture unit is always active because the shaders expect
- that. -->
- <unit>0</unit>
- <type><use>texture[0]/type</use></type>
- <image><use>texture[0]/image</use></image>
- <filter><use>texture[0]/filter</use></filter>
- <wrap-s><use>texture[0]/wrap-s</use></wrap-s>
- <wrap-t><use>texture[0]/wrap-t</use></wrap-t>
- <internal-format> <use>texture[0]/internal-format</use> </internal-format>
- </texture-unit>
- <texture-unit>
- <unit>1</unit>
- <type><use>texture[1]/type</use></type>
- <image><use>texture[1]/image</use></image>
- <filter><use>texture[1]/filter</use></filter>
- <wrap-s><use>texture[1]/wrap-s</use></wrap-s>
- <wrap-t><use>texture[1]/wrap-t</use></wrap-t>
- <internal-format><use>texture[1]/internal-format</use></internal-format>
- </texture-unit>
- <texture-unit>
- <unit>2</unit>
- <type><use>texture[2]/type</use></type>
- <image><use>texture[2]/image</use></image>
- <filter><use>texture[2]/filter</use></filter>
- <wrap-s><use>texture[2]/wrap-s</use></wrap-s>
- <wrap-t><use>texture[2]/wrap-t</use></wrap-t>
- <internal-format><use>texture[2]/internal-format</use></internal-format>
- </texture-unit>
- <texture-unit>
- <unit>3</unit>
- <type><use>texture[3]/type</use></type>
- <images><use>texture[3]/images</use></images>
- </texture-unit>
- <texture-unit>
- <unit>4</unit>
- <type><use>texture[4]/type</use></type>
- <images><use>texture[4]/images</use></images>
- </texture-unit>
- <vertex-program-two-side>
- <use>vertex-program-two-side</use>
- </vertex-program-two-side>
- <program>
- <vertex-shader>Shaders/glass-ALS.vert</vertex-shader>
- <fragment-shader>Shaders/glass-ALS.frag</fragment-shader>
- <fragment-shader>Shaders/noise.frag</fragment-shader>
- <fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
- </program>
- <uniform>
- <name>tint</name>
- <type>float-vec4</type>
- <value><use>glass-tint</use></value>
- </uniform>
- <uniform>
- <name>overlay_color</name>
- <type>float-vec3</type>
- <value><use>overlay-color</use></value>
- </uniform>
- <uniform>
- <name>lightmap_r_factor</name>
- <type>float</type>
- <value><use>lightmap-factor[0]</use></value>
- </uniform>
- <uniform>
- <name>lightmap_r_color</name>
- <type>float-vec3</type>
- <value><use>lightmap-color[0]</use></value>
- </uniform>
- <uniform>
- <name>lightmap_g_factor</name>
- <type>float</type>
- <value><use>lightmap-factor[1]</use></value>
- </uniform>
- <uniform>
- <name>lightmap_g_color</name>
- <type>float-vec3</type>
- <value><use>lightmap-color[1]</use></value>
- </uniform>
- <uniform>
- <name>lightmap_b_factor</name>
- <type>float</type>
- <value><use>lightmap-factor[2]</use></value>
- </uniform>
- <uniform>
- <name>lightmap_b_color</name>
- <type>float-vec3</type>
- <value><use>lightmap-color[2]</use></value>
- </uniform>
- <uniform>
- <name>lightmap_a_factor</name>
- <type>float</type>
- <value><use>lightmap-factor[3]</use></value>
- </uniform>
- <uniform>
- <name>lightmap_a_color</name>
- <type>float-vec3</type>
- <value><use>lightmap-color[3]</use></value>
- </uniform>
- <uniform>
- <name>splash_x</name>
- <type>float</type>
- <value><use>splash-x</use></value>
- </uniform>
- <uniform>
- <name>splash_y</name>
- <type>float</type>
- <value><use>splash-y</use></value>
- </uniform>
- <uniform>
- <name>splash_z</name>
- <type>float</type>
- <value><use>splash-z</use></value>
- </uniform>
- <uniform>
- <name>rain_norm</name>
- <type>float</type>
- <value><use>rnorm</use></value>
- </uniform>
- <uniform>
- <name>ground_splash_norm</name>
- <type>float</type>
- <value><use>gsnorm</use></value>
- </uniform>
- <uniform>
- <name>frost_level</name>
- <type>float</type>
- <value><use>frost-level</use></value>
- </uniform>
- <uniform>
- <name>fog_level</name>
- <type>float</type>
- <value><use>fog-level</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>ground_scattering</name>
- <type>float</type>
- <value><use>ground_scattering</use></value>
- </uniform>
- <uniform>
- <name>terminator</name>
- <type>float</type>
- <value><use>terminator</use></value>
- </uniform>
- <uniform>
- <name>overcast</name>
- <type>float</type>
- <value><use>overcast</use></value>
- </uniform>
- <uniform>
- <name>hazeLayerAltitude</name>
- <type>float</type>
- <value><use>lthickness</use></value>
- </uniform>
- <uniform>
- <name>eye_alt</name>
- <type>float</type>
- <value><use>eye_alt</use></value>
- </uniform>
- <uniform>
- <name>cloud_self_shading</name>
- <type>float</type>
- <value><use>cloud_self_shading</use></value>
- </uniform>
- <uniform>
- <name>moonlight</name>
- <type>float</type>
- <value><use>moonlight</use></value>
- </uniform>
- <uniform>
- <name>air_pollution</name>
- <type>float</type>
- <value><use>air_pollution</use></value>
- </uniform>
- <uniform>
- <name>reflection_strength</name>
- <type>float</type>
- <value><use>reflection-strength</use></value>
- </uniform>
- <uniform>
- <name>overlay_alpha</name>
- <type>float</type>
- <value><use>overlay-alpha</use></value>
- </uniform>
- <uniform>
- <name>overlay_glare</name>
- <type>float</type>
- <value><use>overlay-glare</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_filtering</name>
- <type>bool</type>
- <value><use>use_filtering</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>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>texture</name>
- <type>sampler-2d</type>
- <value type="int">0</value>
- </uniform>
- <uniform>
- <name>frost_texture</name>
- <type>sampler-2d</type>
- <value type="int">1</value>
- </uniform>
- <uniform>
- <name>func_texture</name>
- <type>sampler-2d</type>
- <value type="int">2</value>
- </uniform>
- <uniform>
- <name>cube_texture</name>
- <type>sampler-cube</type>
- <value type="int">3</value>
- </uniform>
- <uniform>
- <name>cube_light_texture</name>
- <type>sampler-cube</type>
- <value type="int">4</value>
- </uniform>
- <uniform>
- <name>use_reflection</name>
- <type>int</type>
- <value><use>use-reflection</use></value>
- </uniform>
- <uniform>
- <name>use_mask</name>
- <type>int</type>
- <value><use>use-mask</use></value>
- </uniform>
- <uniform>
- <name>use_wipers</name>
- <type>int</type>
- <value><use>use-wipers</use></value>
- </uniform>
- <uniform>
- <name>use_overlay</name>
- <type>int</type>
- <value><use>use-overlay</use></value>
- </uniform>
- <uniform>
- <name>use_reflection_lightmap</name>
- <type>int</type>
- <value><use>use-reflection-lightmap</use></value>
- </uniform>
- <uniform>
- <name>lightmap_multi</name>
- <type>int</type>
- <value><use>lightmap-multi</use></value>
- </uniform>
- <uniform>
- <name>adaptive_mapping</name>
- <type>int</type>
- <value><use>surface-mapping-scheme</use></value>
- </uniform>
- <uniform>
- <name>colorMode</name>
- <type>int</type>
- <value><use>material/color-mode-uniform</use></value>
- </uniform>
- </pass>
- </technique>
- </PropertyList>
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