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vtd: Add vtd setups for 2022.3
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../../../../Distros/Current
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../../../../Projects/Current
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../../../Current
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../../../../../Runtime/Core/ImageGenerator
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../../Common/Scripts/cpProject.sh
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../../Common/Scripts/startTaskRoadDesigner
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../../Common/Scripts/startTaskScenarioEditor
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../../Common/Scripts/stopTasks
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<!-- vIG configuration file, 16.07.2010 by M. Dupuis -->
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<IGconfig>
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<Includes>
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<Include file="IGLinks/Vig/data/Shadows.xml" />
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<Include file="IGLinks/Distro/Config/ImageGenerator/IGConfig.xml" />
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<Include file="IGLinks/Vig/data/Sky/HighContrastSky.xml" />
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<Include file="IGLinks/Distro/Config/ImageGenerator/MaterialsHCS.xml" />
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<Include file="IGLinks/Distro/Config/ImageGenerator/SymbolsStd.xml" />
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<Include file="IGLinks/Distro/Config/ImageGenerator/LightSrcStd.xml" />
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<Include file="IGLinks/Setup/Config/ImageGenerator/AutoCfgDisplay.xml" />
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<Include file="IGLinks/Setup/Config/ImageGenerator/AutoCfgDatabase.xml" />
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</Includes>
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</IGconfig>
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<IGconfig>
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<Database>
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<Entity attachToScene="1" ID="Terrain" filename="Data/Projects/Current/Databases/Germany.2018/Germany_2018.opt.osgb" />
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<OcclusionFile file="Data/Projects/Current/Databases/Germany.2018/Germany_2018.occl" />
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</Database>
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</IGconfig>
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<IGconfig>
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<SystemConfig>
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<Graphics smallFeatureCullPixelSize="3.9" lodscale="0.9" gamma="1 1 1" enableCursor="0" enableDatabasePagerThread="0" lodAwareDrawablesOptimizationEnabled="0" drawThreadCPUAffinity="1" appCullThreadCPUAffinity="0" enableTransparencyAntialiasing="1" enableMultisampling="1" schedulerStabilization="0" configurationProfile="HIGH_CONTRAST" isLocalLightingSupportEnabled="1">
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<RenderSurface name="mainRS" x="0" y="600" width="960" height="540" depthBits="24" stencilBits="1" sampleBuffers="0" samples="0" borderVisible="1" overrideRedirect="0" screenNum="-1"/>
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<Camera name="cam1" renderSurface="mainRS" viewPortX="0" viewPortY="0" viewPortWidth="960" viewPortHeight="540">
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<SymmetricPerspectiveAngles fovX="60.00" fovY="35.983" near="1" far="1500" offsetHPR="0 0 0" offsetXYZ="0 0.0 0"/>
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</Camera>
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</Graphics>
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</SystemConfig>
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</IGconfig>
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<IGconfig>
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<Includes>
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<Include file="IGLinks/Setup/../Common/Config/ImageGenerator/CommonIGConfig.xml" isOptional="0"/>
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</Includes>
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<SystemConfig>
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</SystemConfig>
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<Plugins>
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</Plugins>
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<Components>
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<RDBInterface name="MyRDBInterface" printDebugInfo="0" ignoreShmFlags="0" />
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<!--Mirror name="MyMirror" screenPosX="100" screenPosY="50" sizeX="200" sizeY="150" left="35" right="-20" bottom="7" top="7" near="2" far="150" positionOffset="-0.4 0.5 1.0" orientationOffset="200 0 0" /-->
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<!-- <Windshield quadCount="1500" name="MyWindShield" maxAge="10.0" dropsPerSecond="10" dropSize="0.012 0.012" screenAspectRatio="0.75" > -->
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<!-- <Wiper enabled="1" height="0.75" width="0.0375" wiperPivot="0.6 -0.05" speed="150" /> -->
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<!-- </Windshield> -->
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<PostProcessing name="MyPostProcessing" />
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<PostProcessingPipelineConfigurator name="MyPostProcessingPipelineConfigurator">
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<Pipeline hideSceneFromDefaultView="1" >
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<Step type="PPSTextureRect" name="OriginalScene" generateDepthTexture="1" depthTextureFormat="GL_DEPTH_COMPONENT24" >
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<Inputs>
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<NodeInput enabled="1" renderLights="1" inputNo="0" type="scene"/>
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</Inputs>
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<RTT sizeMode="viewport" bufferFormat="GL_RGB8" />
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<SAQ lowerLeftX="0" lowerLeftY="0" width="0.0" height="0" isForDebug="0" enableSRGB="0"/>
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</Step>
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<Step type="PPSTextureRect" name="HaloBloomGlare" >
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<Inputs>
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<TextureInput inputNo="0" sourceStep="OriginalScene" outputSlot="color"/>
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<TextureInput inputNo="1" sourceStep="OriginalScene" outputSlot="depth"/>
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<TextureInput inputNo="2" textureType="TextureRectangle" sourceImage="random.png" />
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</Inputs>
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<RTT sizeMode="viewport" bufferFormat="GL_RGB8" />
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<Program vertexShader="PP_AllLightGlare.vert" fragmentShader="PP_AllLightGlare.frag" define="">
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<Uniform type="sampler2D" name="u_originalScene" value="0" />
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<Uniform type="sampler2D" name="u_depthTexture" value="1" />
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<Uniform type="sampler2D" name="u_randomTexture" value="2" />
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<Uniform type="float" name="u_sunSize" value="0.8"/>
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<!-- u_lightWeights: Initial Size | Attenuation (distance) | direction (to camera) | light distance occlusion offset [m] -->
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<!-- light distance occlusion offset [m] :
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We test occlusion against the depth buffer, since the light is
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inside its light geometry, we need to apply an offset to occlusion -->
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<Uniform type="vec4" name="u_lightWeights" value="0.9 1.0 1.5 0.2"/>
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<Uniform type="ViewInformation" name="u_camera" />
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<Uniform type="RTTDimensions" name="u_viewPort" />
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<Uniform type="Environment" />
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<Uniform type="Lights" />
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</Program>
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<SAQ lowerLeftX="0" lowerLeftY="0" width="1" height="1" isForDebug="0" enableSRGB="0" />
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</Step>
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</Pipeline>
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</PostProcessingPipelineConfigurator>
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<TAKATA name="TAKATA"
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timeScale="1.0"
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constantDeltaTime="0.0166666666666666"
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useConstantDeltaTime="1"
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ownshipSteeringDebug="0"
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movingModelSteeringDebug="0"
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movingModelManagementDebug="0"
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environmentDebug="0"
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carsInitDebug="0"
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ignoreEnvMsg="0"
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commandDebug="1"
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contactPointQueryDebug="0"
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headlightsAlwaysOn="0"
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lightDebug="0"
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pkgVecDebug="0"
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printSimTime="0"
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printFrameNo="0"
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rainEffectScale="800"
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enableRealTimeShadows="1"
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ignoreSetProjectionMessages="0"
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hudTextPos= "0.70 0.08" hudCharHeight= "30.0" hudTextShadowOffset= "0.002 -0.002" enableCross="0"
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taskControlServerAddress="127.0.0.1"
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taskControlServerPort="13112"
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connectTaskServerTCP="1"
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imageTransferServerAddress="127.0.0.1"
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imageTransferServerPort="13110"
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connectImageTransferTCP="1"
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enableShmReader="0"
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materialDB="HighContrastSky"
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convertLightmapThreadCPUAffinity="-1"
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trigger="TCP">
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<MovingModelDefinitions>
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<MovingModel type="12345" template="DummyPersonMo" ShadowDBEntityID="" component="Car" userData="0.4" />
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</MovingModelDefinitions>
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</TAKATA>
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</Components>
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</IGconfig>
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scenarioEditor.xml.ini.2.0.0

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