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jet 320

[XP11] How to disable cockpit shadows?

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Is there any way to disable cockpit shadows completely and set instrument panel at constant brightness level (without dimming and brightening if I change heading).

xp11shadows-1.jpg

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Hi you may try this lua script, don't remember who did this script, just create a text file with .lua with the following 2 lines:

set("sim/private/controls/caps/use_csm", 0.000000)
set("sim/private/controls/perf/disable_shadow_prep", 1.000000)

You will need the flywithlua plugin located at the org.

And your VC shadows will be gone, just remember that you will loose all your aircraft shadows on ground and on plane in external view however you may get a boost in fps.

Good luck,

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Alexander Colka

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Thanks!

 

But what about brightness? Is there any way to increase it?

Edited by jet 320

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You should be good with this script as you now won't have VC shadows then you'll have more brightness overall in the cockpit. It also will depend on specific aircraft, time of day position of the sun, etc, Finally check your gamma settings. When I used this script always had more brightness in cockpit overall.


Alexander Colka

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7 hours ago, jet 320 said:

But what about brightness? Is there any way to increase it?

I guess you can get the desired results (no VC shadows + VC brightness boost) only by modifying XP shaders.
 

Spoiler

 

First of all save an original shader experimental.glsl to backup.

Find the following lines in experimental.glsl

#if RENDERING_MODE == MODE_RENDERING_EXTERIOR || RENDERING_MODE == MODE_RENDERING_INTERIOR
       finalValue += sun_direct_rgb * 5.5 * shadow_level * NdotL * (albedo_linear * diff + spec * spec_tint_linear);
#else
       finalValue += u_sun_diffuse * 5.5 * shadow_level * NdotL * (albedo_linear * diff + spec * spec_tint_linear);
#endif

And change them to

#if RENDERING_MODE == MODE_RENDERING_EXTERIOR || RENDERING_MODE == MODE_RENDERING_INTERIOR
     #if RENDERING_MODE == MODE_RENDERING_INTERIOR
         finalValue += BBBB * (sun_direct_rgb * (albedo_linear * diff + spec * spec_tint_linear));
     #else
         finalValue += sun_direct_rgb * 5.5 * shadow_level * NdotL * (albedo_linear * diff + spec * spec_tint_linear);

     #endif
#else
     finalValue += u_sun_diffuse * 5.5 * shadow_level * NdotL * (albedo_linear * diff + spec * spec_tint_linear);
#endif

Where BBBB is your brightness level.

1.0 is default level, less then 1.0 - darker, more then 1.0 - lighter.


 

 

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