CVS: data/Effects reflect.eff,NONE,1.1
Vivian Meazza <[email protected]>
| Newsgroups | gmane.games.flightgear.cvc |
|---|---|
| Message-ID | <[email protected]> |
Update of /var/cvs/FlightGear-0.9/data/Effects In directory baron.flightgear.org:/tmp/cvs-serv9457 Added Files: reflect.eff Log Message: A simple reflection effect - needs this patch ftp://ftp.abbeytheatre2.org.uk/fgfs/Shader/Reflect/cube-map.patch which will be included in Simgear soon (hopefully). --- NEW FILE "reflect.eff" --- <?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/reflect</name> <inherits-from>Effects/model-default</inherits-from> <parameters> <texture n="5"> <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> <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> <rendering-hint>transparent</rendering-hint> <shade-model>smooth</shade-model> </parameters> <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>5</unit> <type> <use>texture[5]/type</use> </type> <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> <program> <vertex-shader>Shaders/reflect.vert</vertex-shader> <fragment-shader>Shaders/reflect.frag</fragment-shader> <attribute> <name>tangent</name> <index>6</index> </attribute> <attribute> <name>binormal</name> <index>7</index> </attribute> <attribute> <name>normal</name> <index>15</index> </attribute> </program> <uniform> <name>BaseTex</name> <type>sampler-2d</type> <value type="int">0</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> <!-- set the amount of fringing colour 0.0 - 1.0 --> <uniform> <name>rainbowiness</name> <type>float</type> <value type="float">0.1</value> </uniform> <!-- set the amount of fresnel effect colour 0.0 - 1.0 --> <uniform> <name>fresneliness</name> <type>float</type> <value type="float">0.1</value> </uniform> <!-- set the amount of tranparency 0.0 (fully tranaparent) - 1.0 (fully opaque) --> <uniform> <name>transparency</name> <type>float</type> <value type="float">0.4</value> </uniform> <!-- set the amount of ambient light correction 0.0 -1.0 --> <uniform> <name>correction</name> <type>float</type> <value type="float">0.2</value> </uniform> </pass> </technique> </PropertyList> ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. 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