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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); | gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); | ||
} | } | ||
= A Practical Application in [[Flightgear]] = | |||
== ALS Landing Lights == | |||
[[File:als secondary light.png|640px|thumbnail|Proof of Concept]] | |||
The ALS Landing Lights/Spotlight is a good example for showing how to incorporate a shader effect into [[Flightgear]] as it touches many parts of the visuals we see and many parts of the coding pipeline. | |||
======================= | |||
add pipeline flow here | |||
======================= | |||
Files that are directly touched to add this effect (in alphabetical order) include | |||
preferences.xml | |||
airfield.eff | |||
inherits properties from terrain-default | |||
technique n="2" | |||
adds program shaders | |||
fragment airfield-ALS.frag & secondary_lights.frag | |||
adds uniforms | |||
building.eff | |||
inherits properties from model-combined-deferred << model-combined | |||
technique n="4" | |||
adds program shaders | |||
fragment model-ALS-ultra.frag & secondary_lights.frag | |||
inherits uniforms from model-combined-deferred << model-combined | |||
model-combined.eff | |||
inherits properties from model-default | |||
technique n="4" | |||
adds program shaders | |||
fragment model-ALS-ultra.frag & secondary_lights.frag | |||
adds uniforms | |||
============== | |||
more to follow | |||
============== | |||
[[Category:Howto|Shader Programming in FlightGear]] | [[Category:Howto|Shader Programming in FlightGear]] | ||
[[Category:Shader development]] | [[Category:Shader development]] | ||
[[Category: Core developer documentation]] | [[Category: Core developer documentation]] |
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