CVS: data/Effects reflect.eff,1.3,1.4

Frederic Bouvier <[email protected]> Wed, 7 Apr 2010 16:09:56 -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-serv8468/Effects

Modified Files:
	reflect.eff 
Log Message:
Fix line endings

Index: reflect.eff
===================================================================
RCS file: /var/cvs/FlightGear-0.9/data/Effects/reflect.eff,v
retrieving revision 1.3
retrieving revision 1.4
diff -u -r1.3 -r1.4
--- reflect.eff	2 Apr 2010 14:02:48 -0000	1.3
+++ reflect.eff	7 Apr 2010 21:09:48 -0000	1.4
@@ -1,375 +1,375 @@
-<?xml version="1.0" encoding="utf-8"?>
-<!-- Reflections
-
-PARAMETERS: There are two forms of cube map texture:- vertical cross and 6 images.
-Either can be used - alternative forms are shown in <parameters> and in <texture-unit>
-
-The reflection is set proportional to the shininess of the material. Thus by 
-varying the material shininess value over or between objects the amount of 
-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 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>
-			<inherits-from>Effects/reflect</inherits-from>
-			<object-name>Fuselage</object-name>
-	</<effect>
-	
-			To use your own reflection effectuse
-			
-	<effect>
-		<inherits-from>Aircraft/Lightning/Models/Effects/lightningreflect</inherits-from>
-		<object-name>Fuselage</object-name>
-	</<effect>
-	
-in your model file.
-
-To use your own effect place your efffect file containing something like this:
-
-	<name>Effects/lightningreflect</name>
-	<inherits-from>Effects/reflect</inherits-from>
-	
-	and the the modified tags in the path as above
-
-EXAMPLES: You can find examples of both usages in the Hunter and Lightning models.
--->
-<PropertyList>
-	<name>Effects/reflect</name>
-	<inherits-from>Effects/model-default</inherits-from>
-
-	<parameters>
-		<texture n="5">
-			<type>cubemap</type>
-			<!-- use this form for a cube cross -->
-			<!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->
-
-			<!-- use this form for a 6 image cube map -->
-			<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>
-		<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 type="float">0.01</rainbowiness>
-		<fresneliness>0.1</fresneliness>
-		<noisiness>0.25</noisiness>
-		<refl_correction>0.0</refl_correction>
-		<ambient_correction>0.05</ambient_correction>
-		<reflect_map>0</reflect_map>
-	</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>
-
-				<!-- use this form for a cube cross -->
-				<!--<image>
-					<use>texture[5]/image</use>
-				</image>-->
-
-				<!-- use this form for a 6 image cube map -->
-				<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>
-
-			<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>
-				<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>
-
-			<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>
-			</uniform>
-
-			<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
-			<uniform>
-				<name>fresneliness</name>
-				<type>float</type>
-				<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. 
-			The amount of reflection may be adjusted by the use of this correction
-			-1.0 (fully transparent)- 1.0 (fully opaque) -->
-			<uniform>
-				<name>refl_correction</name>
-				<type>float</type>
-				<value>
-					<use>refl_correction</use>
-				</value>
-			</uniform>
-
-			<!-- set the amount of ambient light correction 0.0 - 1.0  -->
-			<uniform>
-				<name>ambient_correction</name>
-				<type>float</type>
-				<value>
-					<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>
+<?xml version="1.0" encoding="utf-8"?>
+<!-- Reflections
+
+PARAMETERS: There are two forms of cube map texture:- vertical cross and 6 images.
+Either can be used - alternative forms are shown in <parameters> and in <texture-unit>
+
+The reflection is set proportional to the shininess of the material. Thus by 
+varying the material shininess value over or between objects the amount of 
+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 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>
+			<inherits-from>Effects/reflect</inherits-from>
+			<object-name>Fuselage</object-name>
+	</<effect>
+	
+			To use your own reflection effectuse
+			
+	<effect>
+		<inherits-from>Aircraft/Lightning/Models/Effects/lightningreflect</inherits-from>
+		<object-name>Fuselage</object-name>
+	</<effect>
+	
+in your model file.
+
+To use your own effect place your efffect file containing something like this:
+
+	<name>Effects/lightningreflect</name>
+	<inherits-from>Effects/reflect</inherits-from>
+	
+	and the the modified tags in the path as above
+
+EXAMPLES: You can find examples of both usages in the Hunter and Lightning models.
+-->
+<PropertyList>
+	<name>Effects/reflect</name>
+	<inherits-from>Effects/model-default</inherits-from>
+
+	<parameters>
+		<texture n="5">
+			<type>cubemap</type>
+			<!-- use this form for a cube cross -->
+			<!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->
+
+			<!-- use this form for a 6 image cube map -->
+			<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>
+		<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 type="float">0.01</rainbowiness>
+		<fresneliness>0.1</fresneliness>
+		<noisiness>0.25</noisiness>
+		<refl_correction>0.0</refl_correction>
+		<ambient_correction>0.05</ambient_correction>
+		<reflect_map>0</reflect_map>
+	</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>
+
+				<!-- use this form for a cube cross -->
+				<!--<image>
+					<use>texture[5]/image</use>
+				</image>-->
+
+				<!-- use this form for a 6 image cube map -->
+				<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>
+
+			<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>
+				<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>
+
+			<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>
+			</uniform>
+
+			<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
+			<uniform>
+				<name>fresneliness</name>
+				<type>float</type>
+				<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. 
+			The amount of reflection may be adjusted by the use of this correction
+			-1.0 (fully transparent)- 1.0 (fully opaque) -->
+			<uniform>
+				<name>refl_correction</name>
+				<type>float</type>
+				<value>
+					<use>refl_correction</use>
+				</value>
+			</uniform>
+
+			<!-- set the amount of ambient light correction 0.0 - 1.0  -->
+			<uniform>
+				<name>ambient_correction</name>
+				<type>float</type>
+				<value>
+					<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>


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