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> ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. 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