Move moisture/ice/droplet radius controls to atmos tab instead of (hidden) density tab.
Make frag shader version of vert WL shader to include rainbow/halo effect in non-advanced WL sky.master
parent
6015e2a505
commit
4b174a31c8
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@ -0,0 +1,197 @@
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/**
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* @file class2/deferred/skyF.glsl
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*
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* $LicenseInfo:firstyear=2005&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2005, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat4 modelview_projection_matrix;
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// SKY ////////////////////////////////////////////////////////////////////////
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// The vertex shader for creating the atmospheric sky
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///////////////////////////////////////////////////////////////////////////////
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// Inputs
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uniform vec3 camPosLocal;
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uniform vec4 lightnorm;
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uniform vec4 sunlight_color;
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uniform vec4 ambient;
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uniform vec4 blue_horizon;
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uniform vec4 blue_density;
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uniform float haze_horizon;
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uniform float haze_density;
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uniform float cloud_shadow;
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uniform float density_multiplier;
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uniform float max_y;
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uniform vec4 glow;
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uniform vec4 cloud_color;
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_data[3];
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#else
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#define frag_data gl_FragData
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#endif
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VARYING vec3 pos;
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/////////////////////////////////////////////////////////////////////////
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// The fragment shader for the sky
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/////////////////////////////////////////////////////////////////////////
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uniform vec4 gamma;
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uniform sampler2D rainbow_map;
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uniform sampler2D halo_map;
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uniform float moisture_level;
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uniform float droplet_radius;
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uniform float ice_level;
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vec3 rainbow(float d)
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{
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float rad = (droplet_radius - 5.0f) / 1024.0f;
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return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
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}
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vec3 halo22(float d)
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{
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float v = sqrt(max(0, 1 - (d*d)));
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return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
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}
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/// Soft clips the light with a gamma correction
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vec3 scaleSoftClip(vec3 light);
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void main()
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{
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// World / view / projection
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// Get relative position
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vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0);
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// Set altitude
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if (P.y > 0.)
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{
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P *= (max_y / P.y);
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}
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else
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{
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P *= (-32000. / P.y);
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}
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// Can normalize then
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vec3 Pn = normalize(P);
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float Plen = length(P);
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// Initialize temp variables
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vec4 temp1 = vec4(0.);
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vec4 temp2 = vec4(0.);
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vec4 blue_weight;
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vec4 haze_weight;
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vec4 sunlight = sunlight_color;
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vec4 light_atten;
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// Sunlight attenuation effect (hue and brightness) due to atmosphere
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// this is used later for sunlight modulation at various altitudes
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light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
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// Calculate relative weights
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temp1 = blue_density + haze_density;
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blue_weight = blue_density / temp1;
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haze_weight = haze_density / temp1;
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// Compute sunlight from P & lightnorm (for long rays like sky)
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temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
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temp2.y = 1. / temp2.y;
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sunlight *= exp( - light_atten * temp2.y);
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// Distance
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temp2.z = Plen * density_multiplier;
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// Transparency (-> temp1)
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// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
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// compiler gets confused.
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temp1 = exp(-temp1 * temp2.z);
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// Compute haze glow
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temp2.x = dot(Pn, lightnorm.xyz);
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temp2.x = 1. - temp2.x;
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// temp2.x is 0 at the sun and increases away from sun
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temp2.x = max(temp2.x, .001);
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// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
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temp2.x *= glow.x;
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// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
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temp2.x = pow(temp2.x, glow.z);
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// glow.z should be negative, so we're doing a sort of (1 / "angle") function
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// Add "minimum anti-solar illumination"
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temp2.x += .25;
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// Haze color above cloud
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vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient)
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+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient)
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);
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// Increase ambient when there are more clouds
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vec4 tmpAmbient = ambient;
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tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
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// Dim sunlight by cloud shadow percentage
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sunlight *= (1. - cloud_shadow);
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// Haze color below cloud
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vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
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+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
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);
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// Final atmosphere additive
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color *= (1. - temp1);
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// Attenuate cloud color by atmosphere
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temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
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// At horizon, blend high altitude sky color towards the darker color below the clouds
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color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
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float optic_d = dot(Pn, lightnorm.xyz);
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vec3 halo_22 = halo22(optic_d);
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if (optic_d <= 0)
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color.rgb += rainbow(optic_d);
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color.rgb += halo_22;
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color *= 2.;
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/// Gamma correct for WL (soft clip effect).
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frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0);
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frag_data[1] = vec4(0.0,0.0,0.0,0.0);
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frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog
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}
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@ -0,0 +1,42 @@
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/**
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* @file WLSkyV.glsl
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*
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* $LicenseInfo:firstyear=2005&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2005, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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// SKY ////////////////////////////////////////////////////////////////////////
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// The vertex shader for creating the atmospheric sky
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///////////////////////////////////////////////////////////////////////////////
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VARYING vec3 pos;
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void main()
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{
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// World / view / projection
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pos = position.xyz;
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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}
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@ -137,7 +137,9 @@ BOOL LLPanelSettingsSkyAtmosTab::postBuild()
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_MULTIP)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onDensityMultipChanged(); });
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getChild<LLUICtrl>(FIELD_SKY_DISTANCE_MULTIP)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onDistanceMultipChanged(); });
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getChild<LLUICtrl>(FIELD_SKY_MAX_ALT)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMaxAltChanged(); });
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMoistureLevelChanged(); });
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onDropletRadiusChanged(); });
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onIceLevelChanged(); });
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refresh();
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return TRUE;
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@ -153,6 +155,9 @@ void LLPanelSettingsSkyAtmosTab::setEnabled(BOOL enabled)
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_MULTIP)->setEnabled(enabled);
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getChild<LLUICtrl>(FIELD_SKY_DISTANCE_MULTIP)->setEnabled(enabled);
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getChild<LLUICtrl>(FIELD_SKY_MAX_ALT)->setEnabled(enabled);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setEnabled(enabled);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setEnabled(enabled);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setEnabled(enabled);
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}
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void LLPanelSettingsSkyAtmosTab::refresh()
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@ -178,6 +183,13 @@ void LLPanelSettingsSkyAtmosTab::refresh()
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getChild<LLUICtrl>(FIELD_SKY_DISTANCE_MULTIP)->setValue(mSkySettings->getDistanceMultiplier());
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getChild<LLUICtrl>(FIELD_SKY_MAX_ALT)->setValue(mSkySettings->getMaxY());
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F32 moisture_level = mSkySettings->getSkyMoistureLevel();
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F32 droplet_radius = mSkySettings->getSkyDropletRadius();
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F32 ice_level = mSkySettings->getSkyIceLevel();
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setValue(moisture_level);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setValue(droplet_radius);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setValue(ice_level);
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}
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//-------------------------------------------------------------------------
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@ -244,13 +256,36 @@ void LLPanelSettingsSkyAtmosTab::onMaxAltChanged()
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setIsDirty();
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}
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void LLPanelSettingsSkyAtmosTab::onMoistureLevelChanged()
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{
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F32 moisture_level = getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->getValue().asReal();
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mSkySettings->setSkyMoistureLevel(moisture_level);
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mSkySettings->update();
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setIsDirty();
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}
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void LLPanelSettingsSkyAtmosTab::onDropletRadiusChanged()
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{
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F32 droplet_radius = getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->getValue().asReal();
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mSkySettings->setSkyDropletRadius(droplet_radius);
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mSkySettings->update();
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setIsDirty();
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}
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void LLPanelSettingsSkyAtmosTab::onIceLevelChanged()
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{
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F32 ice_level = getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->getValue().asReal();
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mSkySettings->setSkyIceLevel(ice_level);
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mSkySettings->update();
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setIsDirty();
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}
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//==========================================================================
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LLPanelSettingsSkyCloudTab::LLPanelSettingsSkyCloudTab() :
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LLPanelSettingsSky()
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{
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}
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BOOL LLPanelSettingsSkyCloudTab::postBuild()
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{
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getChild<LLUICtrl>(FIELD_SKY_CLOUD_COLOR)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onCloudColorChanged(); });
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@ -564,10 +599,6 @@ BOOL LLPanelSettingsSkyDensityTab::postBuild()
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_MAX_ALTITUDE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onAbsorptionMaxAltitudeChanged(); });
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMoistureLevelChanged(); });
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onDropletRadiusChanged(); });
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onIceLevelChanged(); });
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refresh();
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return TRUE;
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}
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@ -594,11 +625,6 @@ void LLPanelSettingsSkyDensityTab::setEnabled(BOOL enabled)
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_LINEAR)->setEnabled(enabled);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_CONSTANT)->setEnabled(enabled);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_MAX_ALTITUDE)->setEnabled(enabled);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setEnabled(enabled);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setEnabled(enabled);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setEnabled(enabled);
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}
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void LLPanelSettingsSkyDensityTab::refresh()
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@ -637,10 +663,6 @@ void LLPanelSettingsSkyDensityTab::refresh()
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F32 absorption_constant_term = absorption_config[LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM].asReal();
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F32 absorption_max_alt = absorption_config[LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH].asReal();
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F32 moisture_level = mSkySettings->getSkyMoistureLevel();
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F32 droplet_radius = mSkySettings->getSkyDropletRadius();
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F32 ice_level = mSkySettings->getSkyIceLevel();
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_EXPONENTIAL)->setValue(rayleigh_exponential_term);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_EXPONENTIAL_SCALE)->setValue(rayleigh_exponential_scale);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_LINEAR)->setValue(rayleigh_linear_term);
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@ -659,10 +681,6 @@ void LLPanelSettingsSkyDensityTab::refresh()
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_LINEAR)->setValue(absorption_linear_term);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_CONSTANT)->setValue(absorption_constant_term);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_MAX_ALTITUDE)->setValue(absorption_max_alt);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setValue(moisture_level);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setValue(droplet_radius);
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getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setValue(ice_level);
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}
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void LLPanelSettingsSkyDensityTab::updateProfile()
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@ -690,10 +708,6 @@ void LLPanelSettingsSkyDensityTab::updateProfile()
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LLSD mie_config = LLSettingsSky::createSingleLayerDensityProfile(mie_max_alt, mie_exponential_term, mie_exponential_scale, mie_linear_term, mie_constant_term, mie_aniso_factor);
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LLSD absorption_layer = LLSettingsSky::createSingleLayerDensityProfile(absorption_max_alt, absorption_exponential_term, absorption_exponential_scale, absorption_linear_term, absorption_constant_term);
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F32 moisture_level = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->getValueF32();
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F32 droplet_radius = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->getValueF32();
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F32 ice_level = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->getValueF32();
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static LLSD absorption_layer_ozone = LLSettingsSky::createDensityProfileLayer(0.0f, 0.0f, 0.0f, -1.0f / 15000.0f, 8.0f / 3.0f);
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LLSD absorption_config;
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@ -703,9 +717,6 @@ void LLPanelSettingsSkyDensityTab::updateProfile()
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mSkySettings->setRayleighConfigs(rayleigh_config);
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mSkySettings->setMieConfigs(mie_config);
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mSkySettings->setAbsorptionConfigs(absorption_config);
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mSkySettings->setSkyMoistureLevel(moisture_level);
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mSkySettings->setSkyDropletRadius(droplet_radius);
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mSkySettings->setSkyIceLevel(ice_level);
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mSkySettings->update();
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setIsDirty();
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@ -796,18 +807,3 @@ void LLPanelSettingsSkyDensityTab::onAbsorptionMaxAltitudeChanged()
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{
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updateProfile();
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}
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void LLPanelSettingsSkyDensityTab::onMoistureLevelChanged()
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{
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updateProfile();
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}
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void LLPanelSettingsSkyDensityTab::onDropletRadiusChanged()
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{
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updateProfile();
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}
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void LLPanelSettingsSkyDensityTab::onIceLevelChanged()
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{
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updateProfile();
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}
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@ -76,6 +76,10 @@ private:
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void onDensityMultipChanged();
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void onDistanceMultipChanged();
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void onMaxAltChanged();
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void onMoistureLevelChanged();
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void onDropletRadiusChanged();
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void onIceLevelChanged();
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};
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class LLPanelSettingsSkyCloudTab : public LLPanelSettingsSky
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@ -160,9 +164,6 @@ protected:
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void onAbsorptionLinearChanged();
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void onAbsorptionConstantChanged();
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void onAbsorptionMaxAltitudeChanged();
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void onMoistureLevelChanged();
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void onDropletRadiusChanged();
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void onIceLevelChanged();
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|
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// update the settings for our profile type
|
||||
void updateProfile();
|
||||
|
|
|
|||
|
|
@ -147,6 +147,69 @@
|
|||
top_delta="20"
|
||||
width="207"
|
||||
can_edit_text="true"/>
|
||||
<text
|
||||
follows="left|top"
|
||||
height="10"
|
||||
layout="topleft"
|
||||
left_delta="-5"
|
||||
top_delta="25"
|
||||
width="80">
|
||||
Moisture Level:
|
||||
</text>
|
||||
<slider
|
||||
decimal_digits="3"
|
||||
follows="left|top"
|
||||
height="14"
|
||||
increment="0.001"
|
||||
initial_value="0"
|
||||
layout="topleft"
|
||||
min_val="0"
|
||||
max_val="1"
|
||||
name="moisture_level"
|
||||
width="207"
|
||||
can_edit_text="true"/>
|
||||
<text
|
||||
follows="left|top"
|
||||
height="10"
|
||||
layout="topleft"
|
||||
left_delta="-5"
|
||||
top_delta="25"
|
||||
width="80">
|
||||
Droplet Radius:
|
||||
</text>
|
||||
<slider
|
||||
decimal_digits="2"
|
||||
follows="left|top"
|
||||
height="14"
|
||||
increment="0.01"
|
||||
initial_value="0"
|
||||
layout="topleft"
|
||||
min_val="5.0"
|
||||
max_val="1000.0"
|
||||
name="droplet_radius"
|
||||
width="207"
|
||||
can_edit_text="true"/>
|
||||
<text
|
||||
follows="left|top"
|
||||
height="10"
|
||||
layout="topleft"
|
||||
left_delta="-5"
|
||||
top_delta="25"
|
||||
width="80">
|
||||
Ice Level:
|
||||
</text>
|
||||
<slider
|
||||
decimal_digits="1"
|
||||
follows="left|top"
|
||||
height="14"
|
||||
increment="0.1"
|
||||
initial_value="0"
|
||||
layout="topleft"
|
||||
min_val="0"
|
||||
max_val="1"
|
||||
name="ice_level"
|
||||
width="207"
|
||||
can_edit_text="true"/>
|
||||
<text
|
||||
follows="left|top"
|
||||
height="10"
|
||||
|
|
|
|||
|
|
@ -269,55 +269,5 @@
|
|||
label_width="160"
|
||||
can_edit_text="true"/>
|
||||
</layout_panel>
|
||||
<layout_panel
|
||||
border="true"
|
||||
bevel_style="in"
|
||||
auto_resize="true"
|
||||
user_resize="false"
|
||||
visible="true"
|
||||
height="14">
|
||||
<slider
|
||||
decimal_digits="3"
|
||||
follows="left|top"
|
||||
height="14"
|
||||
increment="0.001"
|
||||
initial_value="0"
|
||||
layout="topleft"
|
||||
min_val="0"
|
||||
max_val="1"
|
||||
name="moisture_level"
|
||||
label="Moisture Level:"
|
||||
width="400"
|
||||
label_width="160"
|
||||
can_edit_text="true"/>
|
||||
<slider
|
||||
decimal_digits="2"
|
||||
follows="left|top"
|
||||
height="14"
|
||||
increment="0.01"
|
||||
initial_value="0"
|
||||
layout="topleft"
|
||||
min_val="5.0"
|
||||
max_val="1000.0"
|
||||
name="droplet_radius"
|
||||
label="Droplet Radius:"
|
||||
width="400"
|
||||
label_width="160"
|
||||
can_edit_text="true"/>
|
||||
<slider
|
||||
decimal_digits="1"
|
||||
follows="left|top"
|
||||
height="14"
|
||||
increment="0.1"
|
||||
initial_value="0"
|
||||
layout="topleft"
|
||||
min_val="0"
|
||||
max_val="1"
|
||||
name="ice_level"
|
||||
label="Ice Level:"
|
||||
width="400"
|
||||
label_width="160"
|
||||
can_edit_text="true"/>
|
||||
</layout_panel>
|
||||
</layout_stack>
|
||||
</panel>
|
||||
|
|
|
|||
Loading…
Reference in New Issue