1 <?xml version="1.0" encoding="utf-8"?>
3 <name>Effects/model-default</name>
4 <!-- <inherits-from>Effects/shadow</inherits-from> -->
9 <vertex-program-two-side type="bool">false</vertex-program-two-side>
11 <color-mode-uniform>1</color-mode-uniform>
14 <material-id>0</material-id>
15 <!-- BEGIN fog include -->
17 <use>/environment/ground-visibility-m</use>
20 <use>/environment/visibility-m</use>
23 <use>/environment/ground-haze-thickness-m</use>
26 <use>/rendering/scene/scattering</use>
29 <use>/environment/terminator-relative-position-m</use>
32 <use>/sim/rendering/shaders/skydome</use>
34 <!-- END fog include -->
40 <property>/sim/rendering/shaders/skydome</property>
43 <value type="float">2.0</value>
47 <extension-supported>GL_ARB_shader_objects</extension-supported>
48 <extension-supported>GL_ARB_shading_language_100</extension-supported>
49 <extension-supported>GL_ARB_vertex_shader</extension-supported>
50 <extension-supported>GL_ARB_fragment_shader</extension-supported>
56 <lighting>true</lighting>
58 <active><use>material/active</use></active>
59 <ambient><use>material/ambient</use></ambient>
60 <diffuse><use>material/diffuse</use></diffuse>
61 <specular><use>material/specular</use></specular>
62 <emissive><use>material/emissive</use></emissive>
63 <shininess><use>material/shininess</use></shininess>
64 <color-mode><use>material/color-mode</use></color-mode>
67 <active><use>blend/active</use></active>
68 <source><use>blend/source</use></source>
69 <destination><use>blend/destination</use></destination>
71 <shade-model><use>shade-model</use></shade-model>
72 <cull-face><use>cull-face</use></cull-face>
73 <rendering-hint><use>rendering-hint</use></rendering-hint>
75 <!-- The texture unit is always active because the shaders expect
78 <!-- If there is a texture, the type in the derived effect
80 <type><use>texture[0]/type</use></type>
81 <image><use>texture[0]/image</use></image>
82 <filter><use>texture[0]/filter</use></filter>
83 <wrap-s><use>texture[0]/wrap-s</use></wrap-s>
84 <wrap-t><use>texture[0]/wrap-t</use></wrap-t>
87 <use>texture[0]/internal-format</use>
91 <vertex-program-two-side>
92 <use>vertex-program-two-side</use>
93 </vertex-program-two-side>
95 <vertex-shader>Shaders/default.vert</vertex-shader>
96 <fragment-shader>Shaders/default.frag</fragment-shader>
99 <vertex-shader>Shaders/terrain-haze.vert</vertex-shader>
100 <fragment-shader>Shaders/terrain-haze.frag</fragment-shader>
103 <name>visibility</name>
105 <value><use>visibility</use></value>
108 <name>avisibility</name>
110 <value><use>avisibility</use></value>
113 <name>hazeLayerAltitude</name>
115 <value><use>lthickness</use></value>
118 <name>scattering</name>
120 <value><use>scattering</use></value>
124 <type>sampler-2d</type>
125 <value type="int">0</value>
128 <name>colorMode</name>
130 <value><use>material/color-mode-uniform</use></value>
138 <property>/sim/rendering/rembrandt</property>
141 <value type="float">2.0</value>
145 <extension-supported>GL_ARB_shader_objects</extension-supported>
146 <extension-supported>GL_ARB_shading_language_100</extension-supported>
147 <extension-supported>GL_ARB_vertex_shader</extension-supported>
148 <extension-supported>GL_ARB_fragment_shader</extension-supported>
151 <extension-supported>GL_EXT_gpu_shader4</extension-supported>
152 <extension-supported>GL_ARB_texture_rg</extension-supported>
156 <lighting>false</lighting>
158 <ambient><use>material/ambient</use></ambient>
159 <diffuse><use>material/diffuse</use></diffuse>
160 <specular><use>material/specular</use></specular>
161 <emissive><use>material/emissive</use></emissive>
162 <shininess><use>material/shininess</use></shininess>
163 <color-mode>ambient-and-diffuse</color-mode>
166 <alpha-test>true</alpha-test>
167 <shade-model>smooth</shade-model>
168 <cull-face>back</cull-face>
170 <bin-number>1</bin-number>
171 <bin-name>RenderBin</bin-name>
175 <image><use>texture[0]/image</use></image>
176 <filter><use>texture[0]/filter</use></filter>
177 <wrap-s><use>texture[0]/wrap-s</use></wrap-s>
178 <wrap-t><use>texture[0]/wrap-t</use></wrap-t>
180 <use>texture[0]/internal-format</use>
183 <mode>modulate</mode>
187 <vertex-shader>Shaders/deferred-gbuffer.vert</vertex-shader>
188 <fragment-shader>Shaders/deferred-gbuffer.frag</fragment-shader>
192 <type>sampler-2d</type>
193 <value type="int">0</value>
196 <name>materialID</name>
198 <value><use>material-id</use></value>
206 <property>/sim/rendering/shaders/generic</property>
209 <value type="float">2.0</value>
213 <extension-supported>GL_ARB_shader_objects</extension-supported>
214 <extension-supported>GL_ARB_shading_language_100</extension-supported>
215 <extension-supported>GL_ARB_vertex_shader</extension-supported>
216 <extension-supported>GL_ARB_fragment_shader</extension-supported>
222 <lighting>true</lighting>
225 <use>material/active</use>
228 <use>material/ambient</use>
231 <use>material/diffuse</use>
234 <use>material/specular</use>
237 <use>material/emissive</use>
240 <use>material/shininess</use>
243 <use>material/color-mode</use>
248 <use>blend/active</use>
251 <use>blend/source</use>
254 <use>blend/destination</use>
258 <use>shade-model</use>
264 <use>rendering-hint</use>
267 <!-- The texture unit is always active because the shaders expect
270 <!-- If there is a texture, the type in the derived effect
273 <use>texture[0]/type</use>
276 <use>texture[0]/image</use>
279 <use>texture[0]/filter</use>
282 <use>texture[0]/wrap-s</use>
285 <use>texture[0]/wrap-t</use>
289 <use>texture[0]/internal-format</use>
293 <vertex-program-two-side>
294 <use>vertex-program-two-side</use>
295 </vertex-program-two-side>
297 <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
299 <vertex-shader n="1">Shaders/default.vert</vertex-shader>
300 <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
302 <fragment-shader n="1">Shaders/default.frag</fragment-shader>
304 <!-- BEGIN fog include -->
306 <name>visibility</name>
309 <use>visibility</use>
313 <name>avisibility</name>
316 <use>avisibility</use>
320 <name>hazeLayerAltitude</name>
323 <use>lthickness</use>
327 <name>scattering</name>
330 <use>scattering</use>
334 <name>terminator</name>
337 <use>terminator</use>
347 <!-- END fog include -->
350 <type>sampler-2d</type>
351 <value type="int">0</value>
354 <name>colorMode</name>
357 <use>material/color-mode-uniform</use>
364 <lighting>true</lighting>
367 <use>material/active</use>
370 <use>material/ambient</use>
373 <use>material/diffuse</use>
376 <use>material/specular</use>
379 <use>material/emissive</use>
382 <use>material/shininess</use>
385 <use>material/color-mode</use>
390 <use>blend/active</use>
393 <use>blend/source</use>
396 <use>blend/destination</use>
400 <use>shade-model</use>
406 <use>rendering-hint</use>
410 <use>texture[0]/active</use>
414 <use>texture[0]/image</use>
417 <use>texture[0]/filter</use>
420 <use>texture[0]/wrap-s</use>
423 <use>texture[0]/wrap-t</use>
427 <use>texture[0]/internal-format</use>
431 <mode>modulate</mode>
434 <!-- A two-sided lighting model is set by default near the root
435 of the scene graph. Perhaps that ought to be set in this