<program>
<vertex-shader>Shaders/ALS/terrain-ultra.vert</vertex-shader>
<vertex-shader>Shaders/ALS/filters.vert</vertex-shader>
<vertex-shader>Shaders/ALS/shadows-include.vert</vertex-shader> <!-- new -->
<fragment-shader>Shaders/ALS/terrain-ultra.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/cloud-shadowfunc.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
<fragment-shader>Shaders/ALS/shadows-include.frag</fragment-shader> <!-- new -->
</program>
ludomotico wrote in Fri Apr 03, 2020 3:50 pm:Also, california.xml is a great region with very good custom materials, and it is not loaded in materials.xml
Thorsten wrote in Sat Apr 04, 2020 5:42 am:I've disabled it because it is a region exclusively designed for low-level flight - it has very strong and pronounced tiling from airliner altitude and this needs fixing.
I agree that the textures are great and that the low-level visuals are very compelling, but things really need to work for more use cases.
<!--New definition -->
<!-- Notes for review: detiled, not perfect probably due to terrain mesh issues. -->
<material>
<name>DryCropPastureCover</name>
<name>DryCrop</name>
<effect>Effects/agriculture</effect>
<texture-set>
<texture>Terrain/california-drycrop.png</texture>
</texture-set>
<object-mask>Terrain/california-drycrop-mask.png</object-mask>
<parameters>
<rotation_flag>2</rotation_flag>
<rotation_scale>2000.0</rotation_scale>
<uv_xoffset>0.0</uv_xoffset>
<uv_yoffset>0.0</uv_yoffset>
</parameters>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>900000000.0</light-coverage>
<wood-coverage>1500000.0</wood-coverage>
<tree-texture>Trees/deciduous-alt.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-height-m>8.0</tree-height-m>
<tree-width-m>8.0</tree-width-m>
<rolling-friction>0.7</rolling-friction>
<bumpiness>0.8</bumpiness>
</material>
<!-- End new definition -->
<!-- New definition -->
<material>
<name>Greenspace</name>
<name>Grassland</name>
<name>NaturalCrop</name>
<name>Marsh</name>
<name>FloodLand</name>
<name>SaltMarsh</name>
<name>HerbWetlandCover</name>
<name>WoodedWetlandCover</name>
<effect>Effects/agriculture</effect>
<texture-set>
<texture>Terrain/california-grass2.png</texture>
<!--<texture n="16">Terrain/california-rock.png</texture>-->
</texture-set>
<parameters>
<rotation_flag>1</rotation_flag>
<rotation_scale>1000.0</rotation_scale>
<distortion_factor>1.0</distortion_factor>
</parameters>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>4000000.0</light-coverage>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>1</solid>
<friction-factor>0.7</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.1</bumpiness>
<load-resistance>1e30</load-resistance>
</material>
<!-- End new definition -->
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