1 <?xml version="1.0" encoding="utf-8"?>
\r
2 <!-- Reflections + Bumpmapping + specular+Lightmap
\r
3 please see Docs/README.model-combined.eff for documentation
\r
6 <name>Effects/model-combined</name>
\r
7 <inherits-from>Effects/model-default</inherits-from>
\r
10 <!-- Diffuse Texture -->
\r
15 <normalmap-enabled type="int">0</normalmap-enabled>
\r
16 <normalmap-dds type="int">0</normalmap-dds>
\r
17 <normalmap-tiling type="float">1.0</normalmap-tiling>
\r
19 <image>Aircraft/Generic/Effects/null_bumpspec.png</image>
\r
20 <filter>linear-mipmap-linear</filter>
\r
21 <wrap-s>clamp</wrap-s>
\r
22 <wrap-t>clamp</wrap-t>
\r
23 <internal-format>normalized</internal-format>
\r
26 <lightmap-enabled type="int">0</lightmap-enabled>
\r
27 <lightmap-multi type="int">0</lightmap-multi>
\r
28 <lightmap-factor type="float" n="0">1.0</lightmap-factor>
\r
29 <lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
\r
30 <lightmap-factor type="float" n="1">1.0</lightmap-factor>
\r
31 <lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
\r
32 <lightmap-factor type="float" n="2">1.0</lightmap-factor>
\r
33 <lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
\r
34 <lightmap-factor type="float" n="3">1.0</lightmap-factor>
\r
35 <lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
\r
37 <image>Aircraft/Generic/Effects/greymap.png</image>
\r
38 <filter>linear-mipmap-linear</filter>
\r
39 <wrap-s>clamp</wrap-s>
\r
40 <wrap-t>clamp</wrap-t>
\r
41 <internal-format>normalized</internal-format>
\r
44 <reflection-enabled type="int">0</reflection-enabled>
\r
45 <reflection-correction type="float">0.0</reflection-correction>
\r
46 <reflect-map-enabled type="int">0</reflect-map-enabled>
\r
47 <reflection-dynamic type="int">0</reflection-dynamic>
\r
49 <image>Aircraft/Generic/Effects/ReflectMaps/reflectmap.png</image>
\r
50 <filter>linear-mipmap-linear</filter>
\r
51 <wrap-s>clamp</wrap-s>
\r
52 <wrap-t>clamp</wrap-t>
\r
53 <internal-format>normalized</internal-format>
\r
55 <!-- Reflection environment -->
\r
57 <type>cubemap</type>
\r
58 <!-- use this form for a cube cross -->
\r
59 <!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->
\r
60 <!-- END CubeCross -->
\r
61 <!-- use this form for a 6 image cube map -->
\r
63 <positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
\r
64 <negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
\r
65 <positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
\r
66 <negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
\r
67 <positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
\r
68 <negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
\r
70 <!-- END 6 image cube map -->
\r
72 <!-- Reflection fresnel -->
\r
73 <reflection-fresnel type="float">0.1</reflection-fresnel>
\r
75 <image>Aircraft/Generic/Effects/FresnelLookUp.png</image>
\r
76 <filter>linear-mipmap-linear</filter>
\r
77 <wrap-s>repeat</wrap-s>
\r
78 <wrap-t>repeat</wrap-t>
\r
79 <internal-format>normalized</internal-format>
\r
81 <!-- Reflection rainbow -->
\r
82 <reflection-rainbow type="float">0.01</reflection-rainbow>
\r
84 <image>Aircraft/Generic/Effects/Rainbow.png</image>
\r
85 <filter>linear-mipmap-linear</filter>
\r
86 <wrap-s>repeat</wrap-s>
\r
87 <wrap-t>repeat</wrap-t>
\r
88 <internal-format>normalized</internal-format>
\r
90 <reflection-noise type="float">0.25</reflection-noise>
\r
91 <!-- END Reflection -->
\r
93 <dirt-enabled type="int">0</dirt-enabled>
\r
94 <dirt-multi type="int">0</dirt-multi>
\r
95 <dirt-color type="vec3d" n="0">0.0 0.0 0.0</dirt-color>
\r
96 <dirt-factor type="float" n="0">0.0</dirt-factor>
\r
97 <dirt-color type="vec3d" n="1">0.0 0.0 0.0</dirt-color>
\r
98 <dirt-factor type="float" n="1">0.0</dirt-factor>
\r
99 <dirt-color type="vec3d" n="2">0.0 0.0 0.0</dirt-color>
\r
100 <dirt-factor type="float" n="2">0.0</dirt-factor>
\r
101 <!-- ambient correction -->
\r
102 <ambient-correction type="float">0.05</ambient-correction>
\r
103 <!-- quality slider -->
\r
104 <shader-quality type="int">
\r
105 <use>/sim/rendering/shaders/model</use>
\r
107 <rendering-hint>opaque</rendering-hint>
\r
108 <transparent>false</transparent>
\r
110 <bin-number>1</bin-number>
\r
111 <bin-name>RenderBin</bin-name>
\r
113 <!-- INTERNAL USE -->
\r
114 <shade-model>smooth</shade-model>
\r
116 <use>orientation/model/heading-deg</use>
\r
119 <use>orientation/model/pitch-deg</use>
\r
122 <use>orientation/model/roll-deg</use>
\r
124 <!-- fog include -->
\r
126 <use>/environment/ground-visibility-m</use>
\r
129 <use>/environment/visibility-m</use>
\r
132 <use>/environment/ground-haze-thickness-m</use>
\r
135 <use>/rendering/scene/scattering</use>
\r
138 <use>/environment/terminator-relative-position-m</use>
\r
141 <use>/sim/rendering/shaders/skydome</use>
\r
143 <!-- END fog include -->
\r
147 <tangent type="int">6</tangent>
\r
148 <binormal type="int">7</binormal>
\r
151 <!-- Rembrandt rendering -->
\r
155 <property>/sim/rendering/rembrandt</property>
\r
158 <value type="float">2.0</value>
\r
162 <extension-supported>GL_ARB_shader_objects</extension-supported>
\r
163 <extension-supported>GL_ARB_shading_language_100</extension-supported>
\r
164 <extension-supported>GL_ARB_vertex_shader</extension-supported>
\r
165 <extension-supported>GL_ARB_fragment_shader</extension-supported>
\r
168 <extension-supported>GL_EXT_gpu_shader4</extension-supported>
\r
169 <extension-supported>GL_ARB_texture_rg</extension-supported>
\r
173 <lighting>true</lighting>
\r
176 <use>material/active</use>
\r
179 <use>material/ambient</use>
\r
182 <use>material/diffuse</use>
\r
185 <use>material/specular</use>
\r
188 <use>material/emissive</use>
\r
191 <use>material/shininess</use>
\r
194 <use>material/color-mode</use>
\r
199 <use>blend/active</use>
\r
202 <use>blend/source</use>
\r
205 <use>blend/destination</use>
\r
209 <use>shade-model</use>
\r
212 <use>cull-face</use>
\r
215 <use>rendering-hint</use>
\r
218 <use>transparent</use>
\r
221 <use>transparent</use>
\r
225 <use>render-bin/bin-number</use>
\r
228 <use>render-bin/bin-name</use>
\r
231 <!-- Diffuse texture unit-->
\r
235 <use>texture[0]/image</use>
\r
238 <use>texture[0]/filter</use>
\r
241 <use>texture[0]/wrap-s</use>
\r
244 <use>texture[0]/wrap-t</use>
\r
247 <use>texture[0]/internal-format</use>
\r
250 <!-- Reflection Noise texture unit-->
\r
255 <!-- NormalMap texture unit-->
\r
259 <use>texture[2]/image</use>
\r
262 <use>texture[2]/filter</use>
\r
265 <use>texture[2]/wrap-s</use>
\r
268 <use>texture[2]/wrap-t</use>
\r
271 <use>texture[2]/internal-format</use>
\r
274 <!-- LightMap texture unit-->
\r
278 <use>texture[3]/image</use>
\r
281 <use>texture[3]/filter</use>
\r
284 <use>texture[3]/wrap-s</use>
\r
287 <use>texture[3]/wrap-t</use>
\r
290 <use>texture[3]/internal-format</use>
\r
293 <!-- ReflectMap texture unit-->
\r
297 <use>texture[4]/image</use>
\r
300 <use>texture[4]/filter</use>
\r
303 <use>texture[4]/wrap-s</use>
\r
306 <use>texture[4]/wrap-t</use>
\r
309 <use>texture[4]/internal-format</use>
\r
312 <!-- Reflection CubeMap texture unit-->
\r
316 <use>texture[5]/type</use>
\r
318 <!-- use this form for a cube cross -->
\r
319 <!--<image><use>texture[5]/image</use></image>-->
\r
320 <!-- END CubeCross -->
\r
321 <!-- use this form for a 6 image cube map -->
\r
323 <use>texture[5]/images</use>
\r
325 <!-- END 6 image cube map -->
\r
327 <!-- Reflection fresnel texture unit-->
\r
331 <use>texture[6]/image</use>
\r
334 <use>texture[6]/filter</use>
\r
337 <use>texture[6]/wrap-s</use>
\r
340 <use>texture[6]/wrap-t</use>
\r
343 <use>texture[6]/internal-format</use>
\r
346 <!-- Reflection rainbow texture unit-->
\r
350 <use>texture[7]/image</use>
\r
353 <use>texture[7]/filter</use>
\r
356 <use>texture[7]/wrap-s</use>
\r
359 <use>texture[7]/wrap-t</use>
\r
362 <use>texture[7]/internal-format</use>
\r
367 <vertex-program-two-side>
\r
368 <use>vertex-program-two-side</use>
\r
369 </vertex-program-two-side>
\r
372 <!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
\r
373 <vertex-shader n="1">Shaders/ubershader.vert</vertex-shader>
\r
374 <fragment-shader n="1">Shaders/include_fog.frag</fragment-shader>
\r
375 <fragment-shader n="0">Shaders/ubershader.frag</fragment-shader>
\r
377 <name>tangent</name>
\r
381 <name>binormal</name>
\r
387 <name>BaseTex</name>
\r
388 <type>sampler-2d</type>
\r
389 <value type="int">0</value>
\r
393 <name>ReflNoiseTex</name>
\r
394 <type>sampler-3d</type>
\r
395 <value type="int">1</value>
\r
399 <name>NormalTex</name>
\r
400 <type>sampler-2d</type>
\r
401 <value type="int">2</value>
\r
405 <name>LightMapTex</name>
\r
406 <type>sampler-2d</type>
\r
407 <value type="int">3</value>
\r
411 <name>ReflMapTex</name>
\r
412 <type>sampler-2d</type>
\r
413 <value type="int">4</value>
\r
417 <name>Environment</name>
\r
418 <type>sampler-cube</type>
\r
419 <value type="int">5</value>
\r
423 <name>ReflFresnelTex</name>
\r
424 <type>sampler-2d</type>
\r
425 <value type="int">6</value>
\r
429 <name>ReflRainbowTex</name>
\r
430 <type>sampler-2d</type>
\r
431 <value type="int">7</value>
\r
434 <!-- NORMAL MAP -->
\r
435 <!-- normalmap is used-->
\r
437 <name>nmap_enabled</name>
\r
440 <use>normalmap-enabled</use>
\r
444 <!-- normalmap is .dds-->
\r
446 <name>nmap_dds</name>
\r
449 <use>normalmap-dds</use>
\r
454 <name>nmap_tile</name>
\r
457 <use>normalmap-tiling</use>
\r
462 <!-- lightmap is used -->
\r
464 <name>lightmap_enabled</name>
\r
467 <use>lightmap-enabled</use>
\r
470 <!-- lightmap is multichannel -->
\r
472 <name>lightmap_multi</name>
\r
475 <use>lightmap-multi</use>
\r
480 <name>lightmap_r_factor</name>
\r
483 <use>lightmap-factor[0]</use>
\r
488 <name>lightmap_r_color</name>
\r
489 <type>float-vec3</type>
\r
491 <use>lightmap-color[0]</use>
\r
496 <name>lightmap_g_factor</name>
\r
499 <use>lightmap-factor[1]</use>
\r
504 <name>lightmap_g_color</name>
\r
505 <type>float-vec3</type>
\r
507 <use>lightmap-color[1]</use>
\r
512 <name>lightmap_b_factor</name>
\r
515 <use>lightmap-factor[2]</use>
\r
520 <name>lightmap_b_color</name>
\r
521 <type>float-vec3</type>
\r
523 <use>lightmap-color[2]</use>
\r
528 <name>lightmap_a_factor</name>
\r
531 <use>lightmap-factor[3]</use>
\r
536 <name>lightmap_a_color</name>
\r
537 <type>float-vec3</type>
\r
539 <use>lightmap-color[3]</use>
\r
543 <!-- reflection is used -->
\r
545 <name>refl_enabled</name>
\r
548 <use>reflection-enabled</use>
\r
551 <!-- reflection correction -->
\r
553 <name>refl_correction</name>
\r
556 <use>reflection-correction</use>
\r
560 <!-- use a reflection map-->
\r
562 <name>refl_map</name>
\r
565 <use>reflect-map-enabled</use>
\r
568 <!-- reflection is dynamic -->
\r
570 <name>refl_dynamic</name>
\r
573 <use>reflection-dynamic</use>
\r
577 <!-- set the amount of fringing colour 0.0 - 1.0 -->
\r
579 <name>refl_rainbow</name>
\r
582 <use>reflection-rainbow</use>
\r
586 <!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
\r
588 <name>refl_fresnel</name>
\r
591 <use>reflection-fresnel</use>
\r
595 <!-- set the amount of noisiness 0.0 - 1.0 -->
\r
597 <name>refl_noise</name>
\r
600 <use>reflection-noise</use>
\r
606 <name>dirt_enabled</name>
\r
609 <use>dirt-enabled</use>
\r
614 <name>dirt_multi</name>
\r
617 <use>dirt-multi</use>
\r
622 <name>dirt_r_color</name>
\r
623 <type>float-vec3</type>
\r
625 <use>dirt-color[0]</use>
\r
630 <name>dirt_r_factor</name>
\r
633 <use>dirt-factor[0]</use>
\r
638 <name>dirt_g_color</name>
\r
639 <type>float-vec3</type>
\r
641 <use>dirt-color[1]</use>
\r
646 <name>dirt_g_factor</name>
\r
649 <use>dirt-factor[1]</use>
\r
654 <name>dirt_b_color</name>
\r
655 <type>float-vec3</type>
\r
657 <use>dirt-color[2]</use>
\r
662 <name>dirt_b_factor</name>
\r
665 <use>dirt-factor[2]</use>
\r
669 <!-- set the amount of ambient light correction 0.0 - 1.0 -->
\r
671 <name>amb_correction</name>
\r
674 <use>ambient-correction</use>
\r
677 <!-- shader quality -->
\r
679 <name>shader_qual</name>
\r
682 <use>shader-quality</use>
\r
690 <use>model-hdg</use>
\r
698 <use>model-pitch</use>
\r
706 <use>model-roll</use>
\r
710 <!-- BEGIN fog include -->
\r
712 <name>visibility</name>
\r
715 <use>visibility</use>
\r
719 <name>avisibility</name>
\r
722 <use>avisibility</use>
\r
726 <name>hazeLayerAltitude</name>
\r
729 <use>lthickness</use>
\r
733 <name>scattering</name>
\r
736 <use>scattering</use>
\r
740 <name>terminator</name>
\r
743 <use>terminator</use>
\r
747 <name>fogType</name>
\r
753 <!-- END fog include -->
\r
757 <!-- Default rendering -->
\r
759 <!-- FIXME: this technique number overlaps the one in model-default -->
\r
762 <property>/sim/rendering/shaders/model</property>
\r
765 <value type="float">2.0</value>
\r
769 <extension-supported>GL_ARB_shader_objects</extension-supported>
\r
770 <extension-supported>GL_ARB_shading_language_100</extension-supported>
\r
771 <extension-supported>GL_ARB_vertex_shader</extension-supported>
\r
772 <extension-supported>GL_ARB_fragment_shader</extension-supported>
\r
778 <lighting>true</lighting>
\r
781 <use>material/active</use>
\r
784 <use>material/ambient</use>
\r
787 <use>material/diffuse</use>
\r
790 <use>material/specular</use>
\r
793 <use>material/emissive</use>
\r
796 <use>material/shininess</use>
\r
799 <use>material/color-mode</use>
\r
804 <use>blend/active</use>
\r
807 <use>blend/source</use>
\r
810 <use>blend/destination</use>
\r
814 <use>shade-model</use>
\r
817 <use>cull-face</use>
\r
820 <use>rendering-hint</use>
\r
823 <use>transparent</use>
\r
826 <use>transparent</use>
\r
830 <use>render-bin/bin-number</use>
\r
833 <use>render-bin/bin-name</use>
\r
836 <!-- Diffuse texture unit-->
\r
840 <use>texture[0]/image</use>
\r
843 <use>texture[0]/filter</use>
\r
846 <use>texture[0]/wrap-s</use>
\r
849 <use>texture[0]/wrap-t</use>
\r
852 <use>texture[0]/internal-format</use>
\r
855 <!-- Reflection Noise texture unit-->
\r
860 <!-- NormalMap texture unit-->
\r
864 <use>texture[2]/image</use>
\r
867 <use>texture[2]/filter</use>
\r
870 <use>texture[2]/wrap-s</use>
\r
873 <use>texture[2]/wrap-t</use>
\r
876 <use>texture[2]/internal-format</use>
\r
879 <!-- LightMap texture unit-->
\r
883 <use>texture[3]/image</use>
\r
886 <use>texture[3]/filter</use>
\r
889 <use>texture[3]/wrap-s</use>
\r
892 <use>texture[3]/wrap-t</use>
\r
895 <use>texture[3]/internal-format</use>
\r
898 <!-- ReflectMap texture unit-->
\r
902 <use>texture[4]/image</use>
\r
905 <use>texture[4]/filter</use>
\r
908 <use>texture[4]/wrap-s</use>
\r
911 <use>texture[4]/wrap-t</use>
\r
914 <use>texture[4]/internal-format</use>
\r
917 <!-- Reflection CubeMap texture unit-->
\r
921 <use>texture[5]/type</use>
\r
923 <!-- use this form for a cube cross -->
\r
925 <use>texture[5]/image</use>
\r
927 <!-- END CubeCross -->
\r
928 <!-- use this form for a 6 image cube map -->
\r
930 <use>texture[5]/images</use>
\r
932 <!-- END 6 image cube map -->
\r
934 <!-- Reflection fresnel texture unit-->
\r
938 <use>texture[6]/image</use>
\r
941 <use>texture[6]/filter</use>
\r
944 <use>texture[6]/wrap-s</use>
\r
947 <use>texture[6]/wrap-t</use>
\r
950 <use>texture[6]/internal-format</use>
\r
953 <!-- Reflection rainbow texture unit-->
\r
957 <use>texture[7]/image</use>
\r
960 <use>texture[7]/filter</use>
\r
963 <use>texture[7]/wrap-s</use>
\r
966 <use>texture[7]/wrap-t</use>
\r
969 <use>texture[7]/internal-format</use>
\r
974 <vertex-program-two-side>
\r
975 <use>vertex-program-two-side</use>
\r
976 </vertex-program-two-side>
\r
979 <!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
\r
980 <vertex-shader n="1">Shaders/ubershader.vert</vertex-shader>
\r
981 <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
\r
982 <fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
\r
984 <name>tangent</name>
\r
988 <name>binormal</name>
\r
994 <name>BaseTex</name>
\r
995 <type>sampler-2d</type>
\r
996 <value type="int">0</value>
\r
1000 <name>ReflNoiseTex</name>
\r
1001 <type>sampler-3d</type>
\r
1002 <value type="int">1</value>
\r
1006 <name>NormalTex</name>
\r
1007 <type>sampler-2d</type>
\r
1008 <value type="int">2</value>
\r
1012 <name>LightMapTex</name>
\r
1013 <type>sampler-2d</type>
\r
1014 <value type="int">3</value>
\r
1018 <name>ReflMapTex</name>
\r
1019 <type>sampler-2d</type>
\r
1020 <value type="int">4</value>
\r
1024 <name>Environment</name>
\r
1025 <type>sampler-cube</type>
\r
1026 <value type="int">5</value>
\r
1030 <name>ReflFresnelTex</name>
\r
1031 <type>sampler-2d</type>
\r
1032 <value type="int">6</value>
\r
1036 <name>ReflRainbowTex</name>
\r
1037 <type>sampler-2d</type>
\r
1038 <value type="int">7</value>
\r
1043 <!-- NORMAL MAP -->
\r
1044 <!-- normalmap is used-->
\r
1046 <name>nmap_enabled</name>
\r
1049 <use>normalmap-enabled</use>
\r
1053 <!-- normalmap is .dds-->
\r
1055 <name>nmap_dds</name>
\r
1058 <use>normalmap-dds</use>
\r
1063 <name>nmap_tile</name>
\r
1066 <use>normalmap-tiling</use>
\r
1071 <!-- lightmap is used -->
\r
1073 <name>lightmap_enabled</name>
\r
1076 <use>lightmap-enabled</use>
\r
1079 <!-- lightmap is multichannel -->
\r
1081 <name>lightmap_multi</name>
\r
1084 <use>lightmap-multi</use>
\r
1089 <name>lightmap_r_factor</name>
\r
1090 <type>float</type>
\r
1092 <use>lightmap-factor[0]</use>
\r
1097 <name>lightmap_r_color</name>
\r
1098 <type>float-vec3</type>
\r
1100 <use>lightmap-color[0]</use>
\r
1105 <name>lightmap_g_factor</name>
\r
1106 <type>float</type>
\r
1108 <use>lightmap-factor[1]</use>
\r
1113 <name>lightmap_g_color</name>
\r
1114 <type>float-vec3</type>
\r
1116 <use>lightmap-color[1]</use>
\r
1121 <name>lightmap_b_factor</name>
\r
1122 <type>float</type>
\r
1124 <use>lightmap-factor[2]</use>
\r
1129 <name>lightmap_b_color</name>
\r
1130 <type>float-vec3</type>
\r
1132 <use>lightmap-color[2]</use>
\r
1137 <name>lightmap_a_factor</name>
\r
1138 <type>float</type>
\r
1140 <use>lightmap-factor[3]</use>
\r
1145 <name>lightmap_a_color</name>
\r
1146 <type>float-vec3</type>
\r
1148 <use>lightmap-color[3]</use>
\r
1152 <!-- reflection is used -->
\r
1154 <name>refl_enabled</name>
\r
1157 <use>reflection-enabled</use>
\r
1160 <!-- reflection correction -->
\r
1162 <name>refl_correction</name>
\r
1163 <type>float</type>
\r
1165 <use>reflection-correction</use>
\r
1169 <!-- use a reflection map-->
\r
1171 <name>refl_map</name>
\r
1174 <use>reflect-map-enabled</use>
\r
1177 <!-- reflection is dynamic -->
\r
1179 <name>refl_dynamic</name>
\r
1182 <use>reflection-dynamic</use>
\r
1186 <!-- set the amount of fringing colour 0.0 - 1.0 -->
\r
1188 <name>refl_rainbow</name>
\r
1189 <type>float</type>
\r
1191 <use>reflection-rainbow</use>
\r
1195 <!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
\r
1197 <name>refl_fresnel</name>
\r
1198 <type>float</type>
\r
1200 <use>reflection-fresnel</use>
\r
1204 <!-- set the amount of noisiness 0.0 - 1.0 -->
\r
1206 <name>refl_noise</name>
\r
1207 <type>float</type>
\r
1209 <use>reflection-noise</use>
\r
1215 <name>dirt_enabled</name>
\r
1218 <use>dirt-enabled</use>
\r
1223 <name>dirt_multi</name>
\r
1226 <use>dirt-multi</use>
\r
1231 <name>dirt_r_color</name>
\r
1232 <type>float-vec3</type>
\r
1234 <use>dirt-color[0]</use>
\r
1239 <name>dirt_r_factor</name>
\r
1240 <type>float</type>
\r
1242 <use>dirt-factor[0]</use>
\r
1247 <name>dirt_g_color</name>
\r
1248 <type>float-vec3</type>
\r
1250 <use>dirt-color[1]</use>
\r
1255 <name>dirt_g_factor</name>
\r
1256 <type>float</type>
\r
1258 <use>dirt-factor[1]</use>
\r
1263 <name>dirt_b_color</name>
\r
1264 <type>float-vec3</type>
\r
1266 <use>dirt-color[2]</use>
\r
1271 <name>dirt_b_factor</name>
\r
1272 <type>float</type>
\r
1274 <use>dirt-factor[2]</use>
\r
1278 <!-- set the amount of ambient light correction 0.0 - 1.0 -->
\r
1280 <name>amb_correction</name>
\r
1281 <type>float</type>
\r
1283 <use>ambient-correction</use>
\r
1286 <!-- shader quality -->
\r
1288 <name>shader_qual</name>
\r
1291 <use>shader-quality</use>
\r
1297 <type>float</type>
\r
1299 <use>model-hdg</use>
\r
1304 <name>pitch</name>
\r
1305 <type>float</type>
\r
1307 <use>model-pitch</use>
\r
1313 <type>float</type>
\r
1315 <use>model-roll</use>
\r
1319 <!-- BEGIN fog include -->
\r
1321 <name>visibility</name>
\r
1322 <type>float</type>
\r
1324 <use>visibility</use>
\r
1328 <name>avisibility</name>
\r
1329 <type>float</type>
\r
1331 <use>avisibility</use>
\r
1335 <name>hazeLayerAltitude</name>
\r
1336 <type>float</type>
\r
1338 <use>lthickness</use>
\r
1342 <name>scattering</name>
\r
1343 <type>float</type>
\r
1345 <use>scattering</use>
\r
1349 <name>terminator</name>
\r
1350 <type>float</type>
\r
1352 <use>terminator</use>
\r
1356 <name>fogType</name>
\r
1359 <use>fogtype</use>
\r
1362 <!-- END fog include -->
\r