CVS: data/Effects reflect.eff,1.2,1.3
Vivian Meazza <[email protected]> Fri, 2 Apr 2010 09:03:12 -0500
| 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-serv26555 Modified Files: reflect.eff Log Message: Add mapping and noise Index: reflect.eff =================================================================== RCS file: /var/cvs/FlightGear-0.9/data/Effects/reflect.eff,v retrieving revision 1.2 retrieving revision 1.3 diff -u -r1.2 -r1.3 --- reflect.eff 31 Mar 2010 09:12:26 -0000 1.2 +++ reflect.eff 2 Apr 2010 14:02:48 -0000 1.3 @@ -9,13 +9,16 @@ refection can be controlled. The overall amount of reflection may be adjusted by the use of <refl_correction> -1.0 (fully transparent)- 1.0 (fully opaque). -The overall values of the coloured fringing or fresnel effect may be adjusted -by the use of <rainbowiness> and <fresneliness>. +The overall values of the noisiness, coloured fringing or fresnel effect may be adjusted +by the use of <noisiness>, <rainbowiness> and <fresneliness>. If your result is too dark/too light the overall ambient light value can be adjusted by the use of <ambient_correction>. This correction also takes out some of the blueness added as default to compensate for the lack of reflection. +To use a reflection map set <reflect_map> to 1,and the path to the map texture in +<texture n="8"> + USE: To use the default reflection effect (controlled by material shininess values) use <effect> @@ -49,7 +52,7 @@ <texture n="5"> <type>cubemap</type> <!-- use this form for a cube cross --> - <!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky.jpg</image>--> + <!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>--> <!-- use this form for a 6 image cube map --> <images> @@ -76,12 +79,21 @@ <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> + <texture n="8"> + <image>Aircraft/737-300/Models/Effects/733LH.ReflectionMap3.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> - <rainbowiness>0.075</rainbowiness> - <fresneliness>0.075</fresneliness> + <rainbowiness type="float">0.01</rainbowiness> + <fresneliness>0.1</fresneliness> + <noisiness>0.25</noisiness> <refl_correction>0.0</refl_correction> - <ambient_correction>0.1</ambient_correction> + <ambient_correction>0.05</ambient_correction> + <reflect_map>0</reflect_map> </parameters> <technique n="9"> @@ -224,6 +236,31 @@ </wrap-t> </texture-unit> + <texture-unit> + <unit>8</unit> + <image> + <use>texture[8]/image</use> + </image> + <filter> + <use>texture[8]/filter</use> + </filter> + <wrap-s> + <use>texture[8]/wrap-s</use> + </wrap-s> + <wrap-t> + <use>texture[8]/wrap-t</use> + </wrap-t> + <internal-format> + <use>texture[0]/internal-format</use> + </internal-format> + </texture-unit> + + <texture-unit> + <unit>9</unit> + <type>noise</type> + </texture-unit> + + <program> <vertex-shader>Shaders/reflect.vert</vertex-shader> <fragment-shader>Shaders/reflect.frag</fragment-shader> @@ -265,19 +302,43 @@ <value type="int">7</value> </uniform> + <uniform> + <name>Map</name> + <type>sampler-2d</type> + <value type="int">8</value> + </uniform> + + <uniform> + <name>Noise</name> + <type>sampler-3d</type> + <value type="int">9</value> + </uniform> <!-- set the amount of fringing colour 0.0 - 1.0 --> <uniform> <name>rainbowiness</name> <type>float</type> - <value><use>rainbowiness</use></value> + <value> + <use>rainbowiness</use> + </value> </uniform> <!-- set the amount of fresnel effect colour 0.0 - 1.0 --> <uniform> <name>fresneliness</name> <type>float</type> - <value><use>fresneliness</use></value> + <value> + <use>fresneliness</use> + </value> + </uniform> + + <!-- set the amount of noisiness 0.0 - 1.0 --> + <uniform> + <name>noisiness</name> + <type>float</type> + <value> + <use>noisiness</use> + </value> </uniform> <!-- The reflection is set proportional to the shininess of the material. @@ -299,6 +360,16 @@ <use>ambient_correction</use> </value> </uniform> + + <!-- use a reflection map--> + <uniform> + <name>reflect_map</name> + <type>float</type> + <value> + <use>reflect_map</use> + </value> + </uniform>noisiness + </pass> </technique> </PropertyList> ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev