glass.eff 4.0 KB

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  1. <?xml version="1.0" encoding="utf-8"?>
  2. <PropertyList>
  3. <name>Aircraft/c172p/Models/Effects/glass</name>
  4. <inherits-from>Effects/model-combined</inherits-from>
  5. <parameters>
  6. <normalmap-enabled type="int">0</normalmap-enabled>
  7. <lightmap-enabled type="int">0</lightmap-enabled>
  8. <reflection-enabled type="int">1</reflection-enabled>
  9. <reflection-correction type="float">0.5</reflection-correction>
  10. <reflect-map-enabled type="int">0</reflect-map-enabled>
  11. <reflection-fresnel type="float">0.5</reflection-fresnel>
  12. <reflection-rainbow type="float">0.3</reflection-rainbow>
  13. <reflection-noise type="float">0.0</reflection-noise>
  14. <reflection-dynamic type="int">1</reflection-dynamic>
  15. <texture n= "5" >
  16. <type>cubemap</type>
  17. <images>
  18. <positive-x>Aircraft/Generic/Effects/fgfs-sky2/1.png</positive-x>
  19. <negative-x>Aircraft/Generic/Effects/fgfs-sky2/4.png</negative-x>
  20. <positive-y>Aircraft/Generic/Effects/fgfs-sky2/2.png</positive-y>
  21. <negative-y>Aircraft/Generic/Effects/fgfs-sky2/3.png</negative-y>
  22. <positive-z>Aircraft/Generic/Effects/fgfs-sky2/6.png</positive-z>
  23. <negative-z>Aircraft/Generic/Effects/fgfs-sky2/5.png</negative-z>
  24. </images>
  25. </texture>
  26. <ambient-correction type="float">0.2</ambient-correction>
  27. <rendering-hint>transparent</rendering-hint>
  28. <transparent>true</transparent>
  29. <render-bin>
  30. <bin-number>111</bin-number>
  31. <bin-name>DepthSortedBin</bin-name>
  32. </render-bin>
  33. </parameters>
  34. <technique n="7">
  35. <predicate>
  36. <and>
  37. <property>/sim/rendering/rembrandt/enabled</property>
  38. <or>
  39. <less-equal>
  40. <value type="float">2.0</value>
  41. <glversion/>
  42. </less-equal>
  43. <and>
  44. <extension-supported>GL_ARB_shader_objects</extension-supported>
  45. <extension-supported>GL_ARB_shading_language_100</extension-supported>
  46. <extension-supported>GL_ARB_vertex_shader</extension-supported>
  47. <extension-supported>GL_ARB_fragment_shader</extension-supported>
  48. </and>
  49. </or>
  50. <extension-supported>GL_EXT_gpu_shader4</extension-supported>
  51. <extension-supported>GL_ARB_texture_rg</extension-supported>
  52. </and>
  53. </predicate>
  54. <pass>
  55. <lighting>true</lighting>
  56. <depth>
  57. <write-mask type="bool">false</write-mask>
  58. </depth>
  59. <material>
  60. <active>
  61. <use>material/active</use>
  62. </active>
  63. <ambient>
  64. <use>material/ambient</use>
  65. </ambient>
  66. <diffuse>
  67. <use>material/diffuse</use>
  68. </diffuse>
  69. <specular>
  70. <use>material/specular</use>
  71. </specular>
  72. <emissive>
  73. <use>material/emissive</use>
  74. </emissive>
  75. <shininess>
  76. <use>material/shininess</use>
  77. </shininess>
  78. <color-mode>
  79. <use>material/color-mode</use>
  80. </color-mode>
  81. </material>
  82. <blend>
  83. <active>
  84. <use>blend/active</use>
  85. </active>
  86. <source>
  87. <use>blend/source</use>
  88. </source>
  89. <destination>
  90. <use>blend/destination</use>
  91. </destination>
  92. </blend>
  93. <shade-model>
  94. <use>shade-model</use>
  95. </shade-model>
  96. <cull-face>
  97. <use>cull-face</use>
  98. </cull-face>
  99. <render-bin>
  100. <bin-number>111</bin-number>
  101. <bin-name>DepthSortedBin</bin-name>
  102. </render-bin>
  103. <texture-unit>
  104. <active>
  105. <use>texture[0]/active</use>
  106. </active>
  107. <unit>0</unit>
  108. <image>
  109. <use>texture[0]/image</use>
  110. </image>
  111. <filter>
  112. <use>texture[0]/filter</use>
  113. </filter>
  114. <wrap-s>
  115. <use>texture[0]/wrap-s</use>
  116. </wrap-s>
  117. <wrap-t>
  118. <use>texture[0]/wrap-t</use>
  119. </wrap-t>
  120. <!--
  121. <internal-format>
  122. <use>texture[0]/internal-format</use>
  123. </internal-format>
  124. -->
  125. <environment>
  126. <mode>modulate</mode>
  127. </environment>
  128. </texture-unit>
  129. <!-- A two-sided lighting model is set by default near the root
  130. of the scene graph. Perhaps that ought to be set in this
  131. effect?
  132. -->
  133. </pass>
  134. </technique>
  135. </PropertyList>