CVS: data/Effects landmass.eff,1.5,1.6
Frederic Bouvier <[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-serv18954/Effects
Modified Files:
landmass.eff
Log Message:
Use geometry shader to give more relief to landmass
Index: landmass.eff
===================================================================
RCS file: /var/cvs/FlightGear-0.9/data/Effects/landmass.eff,v
retrieving revision 1.5
retrieving revision 1.6
diff -u -r1.5 -r1.6
--- landmass.eff 28 Mar 2010 17:00:19 -0000 1.5
+++ landmass.eff 29 Mar 2010 06:13:43 -0000 1.6
@@ -16,6 +16,116 @@
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
+ <technique n="8">
+ <predicate>
+ <and>
+ <property>/sim/rendering/landmass-shader</property>
+ <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>
+ <extension-supported>GL_EXT_geometry_shader4</extension-supported>
+ </and>
+ </predicate>
+ <pass>
+ <lighting>true</lighting>
+ <material>
+ <ambient><use>material/ambient</use></ambient>
+ <diffuse><use>material/diffuse</use></diffuse>
+ <specular><use>material/specular</use></specular>
+ <color-mode>ambient-and-diffuse</color-mode>
+ </material>
+ <blend><use>transparent</use></blend>
+ <alpha-test><use>transparent</use></alpha-test>
+ <shade-model>smooth</shade-model>
+ <cull-face>back</cull-face>
+ <render-bin>
+ <bin-number><use>render-bin/bin-number</use></bin-number>
+ <bin-name><use>render-bin/bin-name</use></bin-name>
+ </render-bin>
+ <texture-unit>
+ <unit>0</unit>
+ <type>noise</type>
+ </texture-unit>
+ <texture-unit>
+ <unit>1</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>2</unit>
+ <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>
+ <program>
+ <vertex-shader>Shaders/landmass-g.vert</vertex-shader>
+ <geometry-shader>Shaders/landmass.geom</geometry-shader>
+ <fragment-shader>Shaders/landmass.frag</fragment-shader>
+ <geometry-vertices-out type="int">16</geometry-vertices-out>
+ <geometry-input-type>triangles</geometry-input-type>
+ <geometry-output-type>triangle-strip</geometry-output-type>
+ <attribute>
+ <name>tangent</name>
+ <index>6</index>
+ </attribute>
+ <attribute>
+ <name>binormal</name>
+ <index>7</index>
+ </attribute>
+ </program>
+ <uniform>
+ <name>NoiseTex</name>
+ <type>sampler-3d</type>
+ <value type="int">0</value>
+ </uniform>
+ <uniform>
+ <name>BaseTex</name>
+ <type>sampler-2d</type>
+ <value type="int">1</value>
+ </uniform>
+ <uniform>
+ <name>NormalTex</name>
+ <type>sampler-2d</type>
+ <value type="int">2</value>
+ </uniform>
+ <uniform>
+ <name>depth_factor</name>
+ <type>float</type>
+ <value type="float">0.01</value>
+ </uniform>
+ <uniform>
+ <name>canopy_height</name>
+ <type>float</type>
+ <value type="float">10.0</value>
+ </uniform>
+ <uniform>
+ <name>snowlevel</name>
+ <type>float</type>
+ <value type="float">
+ <use>snow-level</use>
+ </value>
+ </uniform>
+ </pass>
+ </technique>
<technique n="9">
<predicate>
<and>
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