Howto:Shader programming in FlightGear: Difference between revisions

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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.
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add pipeline flow here
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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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