Jump to content

charleslee201

Frozen-Inactivity
  • Content Count

    431
  • Donations

    $0.00 
  • Joined

  • Last visited

Everything posted by charleslee201

  1. 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
  2. I forgot something yesterday , and some how, it looked good ....
  3. 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
  4. Yea I know what you mean... the dome is back. FlyWithLua is gone, and so is my hat switch
  5. Hey Rich you got that one ? http://forums.x-plane.org/index.php?/files/file/16270-enhanced-runways-hd-by-flyjsim/
  6. https://www.highrez.co.uk/downloads/xmousebuttoncontrol.htm https://www.stickandrudderstudios.com/x-camera/
  7. If you don't have x camera get it :smile:.... If you don't have X Camera get it .....
  8. 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 ...
  9. Detail, instead of move when zoomed at the runway you juste click on the runway
  10. No your understanding is wrong juste make sure all of your airports including prefab are written before ,Global Airports,in the scenery_packs ini. its only the global airport that are updated cheers
  11. 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
  12. Yep this one is indispensable set("sim/private/controls/dome/kill_glares", 1.0)) Thank you
  13. 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
  14. 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
×
×
  • Create New...