CVS: data/Effects cloud-models.eff, NONE, 1.1 clouds-layered.eff, NONE, 1.1 clouds-thick.eff, NONE, 1.1 clouds-thin.eff, NONE, 1.1

Vivian Meazza <[email protected]> Mon, 12 Apr 2010 14:23:31 -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-serv30841

Added Files:
	cloud-models.eff clouds-layered.eff clouds-thick.eff 
	clouds-thin.eff 
Log Message:
Add layered clouds

--- NEW FILE "cloud-models.eff" ---
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
  <name>Effects/cloud-models</name>
  <parameters>
    <texture n ="0">
      <type>white</type>
    </texture>
  </parameters>
  <!--
  <technique n="10">
    <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> -->
        <!-- The texture unit is always active because the shaders expect
             that. -->
        <!--<unit>0</unit>-->
        <!-- If there is a texture, the type in the derived effect
        will be "2d". -->
        <!--<type><use>texture[0]/type</use></type>
        <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>
      <program>
        <vertex-shader>Shaders/model-cloud.vert</vertex-shader>
        <fragment-shader>Shaders/default.frag</fragment-shader>
      </program>
      <uniform>
      <name>texture</name>
      <type>sampler-2d</type>
      <value type="int">0</value></uniform>
    </pass>
  </technique>-->
  <technique n="11">
    <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>
        <active><use>texture[0]/active</use></active>
        <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>
          -->
        <environment>
          <mode>modulate</mode>
        </environment>
      </texture-unit>
    </pass>
  </technique> 
</PropertyList>

--- NEW FILE "clouds-layered.eff" ---
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
  <name>Effects/clouds-layered</name>
  <parameters>
    <texture n ="0">
    </texture>
  </parameters>
  <technique n="10">
    <predicate>
      <and>
        <property>/sim/rendering/shader-effects</property>
        <less-equal>
          <value type="float">1.0</value>
          <shader-language/>
        </less-equal>
      </and>
    </predicate>
    <pass n="0">
      <!-- This is apparently not used, so maybe we'll blow it way soon. -->
      <lighting>true</lighting>
      <material>
        <ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
        <diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
        <color-mode>off</color-mode>
      </material>
      <alpha-test>
        <comparison>greater</comparison>
        <reference type="float">0.01</reference>
      </alpha-test>
      <shade-model>smooth</shade-model>
      <blend>
        <source>src-alpha</source>
        <destination>one-minus-src-alpha</destination>
      </blend>
      <depth>
        <write-mask>false</write-mask>
      </depth>
      <render-bin>
        <bin-number>10</bin-number>
        <bin-name>DepthSortedBin</bin-name>
      </render-bin>
      <texture-unit>
        <unit>0</unit>
	<type><use>texture[0]/type</use></type>
        <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>
        <!--<wrap-s>clamp</wrap-s>
        <wrap-t>clamp</wrap-t>-->
      </texture-unit>
      <program>
        <vertex-shader>Shaders/clouds-layered.vert</vertex-shader>
        <fragment-shader>Shaders/clouds-layered.frag</fragment-shader>
      </program>
      <uniform>
        <name>baseTexture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <vertex-program-two-side>true</vertex-program-two-side>
    </pass>
  </technique>
</PropertyList>

--- NEW FILE "clouds-thick.eff" ---
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
  <name>Effects/clouds-thick</name>
  <parameters>
    <texture n ="0">
    </texture>
  </parameters>
  <technique n="10">
    <predicate>
      <and>
        <property>/sim/rendering/shader-effects</property>
        <less-equal>
          <value type="float">1.0</value>
          <shader-language/>
        </less-equal>
      </and>
    </predicate>
    <pass n="0">
      <!-- This is apparently not used, so maybe we'll blow it way soon. -->
      <lighting>true</lighting>
      <material>
        <ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
        <diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
        <color-mode>off</color-mode>
      </material>
      <alpha-test>
        <comparison>greater</comparison>
        <reference type="float">0.01</reference>
      </alpha-test>
      <shade-model>smooth</shade-model>
      <blend>
        <source>src-alpha</source>
        <destination>one-minus-src-alpha</destination>
      </blend>
      <depth>
        <write-mask>false</write-mask>
      </depth>
      <render-bin>
        <bin-number>10</bin-number>
        <bin-name>DepthSortedBin</bin-name>
      </render-bin>
      <texture-unit>
        <unit>0</unit>
	<type><use>texture[0]/type</use></type>
        <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>
        <!--<wrap-s>clamp</wrap-s>
        <wrap-t>clamp</wrap-t>-->
      </texture-unit>
      <program>
        <vertex-shader>Shaders/clouds-thick.vert</vertex-shader>
        <fragment-shader>Shaders/clouds-thick.frag</fragment-shader>
      </program>
      <uniform>
        <name>baseTexture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <vertex-program-two-side>true</vertex-program-two-side>
    </pass>
  </technique>
</PropertyList>

--- NEW FILE "clouds-thin.eff" ---
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
	<name>Effects/clouds-thin</name>
	<parameters>
		<texture n ="0">
		</texture>
	</parameters>
	<technique n="10">
		<predicate>
			<and>
				<property>/sim/rendering/shader-effects</property>
				<less-equal>
					<value type="float">1.0</value>
					<shader-language/>
				</less-equal>
			</and>
		</predicate>
		<pass n="0">
			<!-- This is apparently not used, so maybe we'll blow it way soon. -->
			<lighting>true</lighting>
			<material>
				<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
				<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
				<color-mode>off</color-mode>
			</material>
			<alpha-test>
				<comparison>greater</comparison>
				<reference type="float">0.01</reference>
			</alpha-test>
			<shade-model>smooth</shade-model>
			<blend>
				<source>src-alpha</source>
				<destination>one-minus-src-alpha</destination>
			</blend>
			<depth>
				<write-mask>false</write-mask>
			</depth>
			<render-bin>
				<bin-number>10</bin-number>
				<bin-name>DepthSortedBin</bin-name>
			</render-bin>
			<texture-unit>
				<unit>0</unit>
				<type>
					<use>texture[0]/type</use>
				</type>
				<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>
				<!--<wrap-s>clamp</wrap-s>
        <wrap-t>clamp</wrap-t>-->
			</texture-unit>
			<program>
				<vertex-shader>Shaders/clouds-thin.vert</vertex-shader>
				<fragment-shader>Shaders/clouds-thin.frag</fragment-shader>
				<!--<attribute>
          <name>usrAttr3</name>
          <index>10</index>
        </attribute>
        <attribute>
          <name>usrAttr4</name>
          <index>11</index>
        </attribute>-->
			</program>
			<uniform>
				<name>baseTexture</name>
				<type>sampler-2d</type>
				<value type="int">0</value>
			</uniform>
			<vertex-program-two-side>true</vertex-program-two-side>
		</pass>
	</technique>
</PropertyList>


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