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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