charleslee201
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Everything posted by charleslee201
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X-Enviro is OUT
charleslee201 replied to Manny Ortiz's topic in The X-Plane General Discussions Forum
Waitng for those SMP 4 Picture s then .... -
What do you think of these clouds?
charleslee201 replied to Murmur's topic in The X-Plane General Discussions Forum
Looks Really good can i try them .... -
GTX 1070 performance in XP opinions?
charleslee201 replied to tonywob's topic in The X-Plane General Discussions Forum
What's the difference between a mini 1070 ? -
GTX 1070 performance in XP opinions?
charleslee201 replied to tonywob's topic in The X-Plane General Discussions Forum
Nice avatar .... -
XP11 haze quantity & clouds color (solved)
charleslee201 replied to efis007's topic in The X-Plane General Discussions Forum
Remember the save format is tricky ... some time I just open a working script delete de content and paste the new one in and saving ... cheers -
Now you can try some emergency scenarios...
charleslee201 replied to Murmur's topic in The X-Plane General Discussions Forum
WOW -
I forgot something yesterday , and some how, it looked good ....
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Public Beta2 is almost here...
charleslee201 replied to CarlosF's topic in The X-Plane General Discussions Forum
Hi you could try to fix by editing X-Plane Joystick Settings.prf in the *:\X-Plane 11\Output\preferences folder I fix my Pro Flight ch yoke HAT switch not working with x camera -
Public Beta2 is almost here...
charleslee201 replied to CarlosF's topic in The X-Plane General Discussions Forum
Yea I know what you mean... the dome is back. FlyWithLua is gone, and so is my hat switch -
Introducing my next freeware airport (ENOV)
charleslee201 replied to tonywob's topic in The X-Plane General Discussions Forum
Fantablastic -
[XP11] How to disable mouse scroll zoom?
charleslee201 replied to a topic in The X-Plane General Discussions Forum
https://www.highrez.co.uk/downloads/xmousebuttoncontrol.htm https://www.stickandrudderstudios.com/x-camera/ -
[XP11] How to disable mouse scroll zoom?
charleslee201 replied to a topic in The X-Plane General Discussions Forum
If you don't have x camera get it :smile:.... If you don't have X Camera get it ..... -
X-Enviro is OUT
charleslee201 replied to Manny Ortiz's topic in The X-Plane General Discussions Forum
Me and a lot of others would of bought it at 30$ even 40$ but a $70 we wait and see.... . and that been said it pays more to sale a lot then a few ... -
[XP11] Water reflections various problems
charleslee201 replied to a topic in The X-Plane General Discussions Forum
wave height and direction ? -
Which flightplanner and how to load plans?
charleslee201 replied to a topic in The X-Plane General Discussions Forum
Welcome to X Plane ... -
XP11 haze quantity & clouds color (solved)
charleslee201 replied to efis007's topic in The X-Plane General Discussions Forum
Note! This script generates "lua stopped" error, but it seems to work. its all good here ... You May also want to reduce the awful jet exhaust X-Plane 11\Resources\shaders hdr glsf #include "prefix.glsl" #define MODE_COPY 0 #define MODE_GRAY 1 #define MODE_BLUR 2 #define MODE_HEAT 3 #define MODE_FXAA 4 // Set this to 1 to get light metering HUD in HDR mode. #define WANT_LIGHTMETER 0 #define FXAA_GREEN_AS_LUMA 1 #if __VERSION__ >= 130 #define FXAA_GLSL_130 1 #else #define FXAA_GLSL_120 1 #endif #if FSHADER && MODE == MODE_FXAA #include "Fxaa3_11.glsl" #endif #include "srgb.glsl" #line 31 uniform vec2 u_offset; uniform vec4 u_kernel1; uniform vec4 u_kernel2; uniform float u_time; #if MODE == MODE_FXAA uniform vec4 u_super_dim; #endif uniform mat4 u_mvp_matrix; varying vec4 v_screen_pos; varying vec4 v_color; varying vec2 v_texcoord0; uniform vec2 u_filter[4]; #if TONE_MAP #include "tone_map.glsl" #endif #if VSHADER attribute vec4 a_vertex; attribute vec4 a_color; attribute vec2 a_texcoord0; void main (void) { v_texcoord0.st = a_texcoord0; v_screen_pos = u_mvp_matrix * a_vertex; gl_Position = v_screen_pos; v_color = a_color;; #if TONE_MAP calc_light_meter(); #endif } #endif #if FSHADER uniform sampler2D u_tex1; uniform sampler2D u_tex2; #define K 1.0 vec4 final_color_correct(vec4 in_color) { vec3 rgb = in_color.rgb; #if TONE_MAP #if TO_SRGB tone_map_linear_to_srgb(rgb); #else tone_map(rgb); #endif #elif TO_SRGB rgb = to_srgb(rgb); #endif return vec4(rgb,in_color.a); } void main (void) { #if MODE==MODE_BLUR gl_FragColor = u_kernel2.w * texture2D(u_tex1, v_texcoord0.st - 7.0 * u_offset * K) + u_kernel2.z * texture2D(u_tex1, v_texcoord0.st - 6.0 * u_offset * K) + u_kernel2.y * texture2D(u_tex1, v_texcoord0.st - 5.0 * u_offset * K) + u_kernel2.x * texture2D(u_tex1, v_texcoord0.st - 4.0 * u_offset * K) + u_kernel1.w * texture2D(u_tex1, v_texcoord0.st - 3.0 * u_offset * K) + u_kernel1.z * texture2D(u_tex1, v_texcoord0.st - 2.0 * u_offset * K) + u_kernel1.y * texture2D(u_tex1, v_texcoord0.st - u_offset * K) + u_kernel1.x * texture2D(u_tex1, v_texcoord0.st ) + u_kernel1.y * texture2D(u_tex1, v_texcoord0.st + u_offset * K) + u_kernel1.z * texture2D(u_tex1, v_texcoord0.st + 2.0 * u_offset * K) + u_kernel1.w * texture2D(u_tex1, v_texcoord0.st + 3.0 * u_offset * K) + u_kernel2.x * texture2D(u_tex1, v_texcoord0.st + 4.0 * u_offset * K) + u_kernel2.y * texture2D(u_tex1, v_texcoord0.st + 5.0 * u_offset * K) + u_kernel2.z * texture2D(u_tex1, v_texcoord0.st + 6.0 * u_offset * K) + u_kernel2.w * texture2D(u_tex1, v_texcoord0.st + 7.0 * u_offset * K); #endif #if MODE==MODE_COPY gl_FragColor = v_color * final_color_correct(texture2D(u_tex1, v_texcoord0.st)); #endif #if MODE==MODE_GRAY // Grayscale shader. v_color's rgb is the weight ratios to convert to gray - usually // mostly green since that's how our eyes work. vec4 rgba = texture2D(u_tex1, v_texcoord0.st); rgba.rgb = vec3(dot(v_color.rgb,rgba.rgb)); rgba = final_color_correct(rgba); rgba.a *= v_color.a; gl_FragColor = rgba; #endif #if MODE==MODE_HEAT // gl_FragColor = texture2D(u_tex1, v_screen_pos.st); vec2 screen_rat = vec2( (v_screen_pos.x / v_screen_pos.w) * 0.5 + 0.5, (v_screen_pos.y / v_screen_pos.w) * 0.5 + 0.5); float t1 = fract(u_time); t1 = (t1 > 0.1) ? (0.3 - t1) : t1; t1 *= 0.2; float t2 = 0.3 - t1; vec2 noise_st1 = texture2D(u_tex2, screen_rat*0.5 +vec2(0,u_time)).rg * 2.0 - vec2(1.0); vec2 noise_st2 = texture2D(u_tex2, screen_rat*0.5 + vec2(0.5)+vec2(u_time,0)).rg * 2.0 - vec2(1.0); vec3 blur = texture2D(u_tex1, screen_rat + noise_st1 * 0.005 * t1 + noise_st2 * 0.005 * t2).rgb; gl_FragColor = vec4(blur,v_color.a); gl_FragColor = final_color_correct(gl_FragColor); // gl_FragColor = vec4(blur,0.25+noise); // gl_FragColor = vec4(0.5 + noise); #endif #if MODE==MODE_FXAA // gl_FragColor.rgb = FxaaPixelShader(v_texcoord0.xy, u_tex1, u_offset); gl_FragColor = vec4(0.0); for(int x = 0; x < u_super_dim.x; ++x) for(int y = 0; y < u_super_dim.y; ++y) { vec2 sub_pos = v_texcoord0.xy + vec2(x,y) * u_offset - u_super_dim.zw; gl_FragColor += FxaaPixelShader( // v_texcoord0.xy, // pos sub_pos, vec4(0.0), // console pos u_tex1, // tex u_tex1, // console tex-1 u_tex1, // console tex-2 u_offset, // 1/screen size vec4(0.0), // console screen offsets vec4(0.0), // console screen offsets vec4(0.0), // console screen offsets 0.75, // sub px qual 0.166, // edge thesh 0.0833, // min thresh 0.0, // sharpness (console) 0.05, // console edge 0.0, // console edge min vec4(0.0)); // console directional constants } gl_FragColor *= (1.0 / (u_super_dim.x * u_super_dim.y)); // gl_FragColor.rgb = texture2D(u_tex1,v_texcoord0.xy).xyz; gl_FragColor = final_color_correct(gl_FragColor); gl_FragColor.a = 1.0; #endif } #endif -
XP11 haze quantity & clouds color (solved)
charleslee201 replied to efis007's topic in The X-Plane General Discussions Forum
Yep this one is indispensable set("sim/private/controls/dome/kill_glares", 1.0)) Thank you -
Xplane 11 - Mouselook?
charleslee201 replied to Andreas Stangenes's topic in The X-Plane General Discussions Forum
H,i with x camara plugin you can assigne the space key to mouse view there's a demo, super easy, ill be just like FSX or P3D -
Hi you need to enable gps out in FSUIPC and select in jeppview the Generic nmea , you will need the correct port , its the best by a million miles