<!--
License: GPL v2
Author: Nikolai V. Chr.
-->
<PropertyList>
	<name>Aircraft/A320-family/Models/Effects/displays/lcd</name>
	<inherits-from>Effects/model-default</inherits-from>
	<parameters>
		<inner-angle type="float">35</inner-angle><!-- 0-90, use 90 for LED or plasma display-->
		<outer-angle type="float">60</outer-angle><!-- 0-90, but greater than inner -->
		<black-angle type="float">80</black-angle><!-- 0-90, but greater than outer -->
		<contrast type="float">1</contrast><!-- 0.0001 - 255, 1.0 is normal -->
		<dirt-factor>0.09</dirt-factor>
		<use_filters>1</use_filters>



		<texture n="0">
			<type>white</type>
		</texture>

		<texture n="1">
			<type>2d</type>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>clamp</wrap-s>
			<wrap-t>clamp</wrap-t>
			<internal-format>normalized</internal-format>
			<image>Aircraft/A320-family/Models/Effects/displays/dust-effect-overlay.png</image>
		</texture>

		<vertex-program-two-side type="bool">false</vertex-program-two-side>
		<material>
			<color-mode-uniform>1</color-mode-uniform>
		</material>
		<material-id>0</material-id>
		<use-als><use>/sim/rendering/shaders/skydome</use></use-als>
		<rendering-hint>opaque</rendering-hint>
		<transparent>false</transparent>
		<render-bin>
			<bin-number>1</bin-number>
			<bin-name>RenderBin</bin-name>
		</render-bin>
		<shade-model>smooth</shade-model>

		<use_filtering><use>/sim/rendering/als-filters/use-filtering</use></use_filtering>
    		<gamma><use>/sim/rendering/als-filters/gamma</use></gamma>
    		<brightness><use>/sim/rendering/als-filters/brightness</use></brightness>
    		<delta_T><use>/environment/surface/delta-T-structure</use></delta_T>
		<fact_grey><use>/sim/rendering/als-filters/grey-factor</use></fact_grey>
    	        <fact_black><use>/sim/rendering/als-filters/black-factor</use></fact_black>
    		<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
    		<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
		<display_xsize><use>/sim/startup/xsize</use></display_xsize>
		<display_ysize><use>/sim/startup/ysize</use></display_ysize>
	</parameters>
	<technique n="4">
		<predicate>
		   <and>
			   <property>/sim/rendering/shaders/quality-level</property>
			   <property>/sim/rendering/shaders/model</property>
			   <or>
				   <less-equal>
					   <value type="float">2.0</value>
					   <glversion/>
				   </less-equal>
				   <and>
					   <extension-supported>GL_ARB_shader_objects</extension-supported>
					   <extension-supported>GL_ARB_shading_language_100</extension-supported>
					   <extension-supported>GL_ARB_vertex_shader</extension-supported>
					   <extension-supported>GL_ARB_fragment_shader</extension-supported>
				   </and>
			   </or>
		   </and>
	    </predicate>
		<pass>
			<lighting>true</lighting>
			<material>
			   <active>
				   <use>material/active</use>
			   </active>
			   <ambient>
				   <use>material/ambient</use>
			   </ambient>
			   <diffuse>
				   <use>material/diffuse</use>
			   </diffuse>
			   <specular>
				   <use>material/specular</use>
			   </specular>
			   <emissive>
				   <use>material/emissive</use>
			   </emissive>
			   <shininess>
				   <use>material/shininess</use>
			   </shininess>
			   <color-mode>
				   <use>material/color-mode</use>
			   </color-mode>
			</material>
			<blend>
			   <active>
				   <use>blend/active</use>
			   </active>
			   <source>
				   <use>blend/source</use>
			   </source>
			   <destination>
				   <use>blend/destination</use>
			   </destination>
			</blend>
			<shade-model>
			   <use>shade-model</use>
			</shade-model>
			<cull-face>
			   <use>cull-face</use>
			</cull-face>
			<rendering-hint>
			   <use>rendering-hint</use>
			</rendering-hint>
			<blend>
			   <use>transparent</use>
			</blend>
			<alpha-test>
			   <use>transparent</use>
			</alpha-test>
			<render-bin>
			   <bin-number>
				   <use>render-bin/bin-number</use>
			   </bin-number>
			   <bin-name>
				   <use>render-bin/bin-name</use>
			   </bin-name>
		   	</render-bin>
		   	<!-- Albedo texture unit-->
			<texture-unit>
				<unit>0</unit>
				<image>
				   <use>texture[0]/image</use>
				</image>
				<type>
				   <use>texture[0]/type</use>
				</type>
				<filter>
				   <use>texture[0]/filter</use>
				</filter>
				<wrap-s>
				   <use>texture[0]/wrap-s</use>
				</wrap-s>
				<wrap-t>
				   <use>texture[0]/wrap-t</use>
				</wrap-t>
				<internal-format>
				   <use>texture[0]/internal-format</use>
				</internal-format>
		   	</texture-unit>
		   	<texture-unit>
		        <unit>1</unit>
		        <type><use>texture[1]/type</use></type>
		        <image><use>texture[1]/image</use></image>
		        <filter><use>texture[1]/filter</use></filter>
		        <wrap-s><use>texture[1]/wrap-s</use></wrap-s>
		        <wrap-t><use>texture[1]/wrap-t</use></wrap-t>
		    </texture-unit>
		   	<vertex-program-two-side>
		   		<use>vertex-program-two-side</use>
			</vertex-program-two-side>
			<program>
				<vertex-shader n="0">Aircraft/A320-family/Models/Effects/displays/lcd.vert</vertex-shader>
				<fragment-shader n="0">Aircraft/A320-family/Models/Effects/displays/lcd.frag</fragment-shader>
				<fragment-shader n="1">Shaders/noise.frag</fragment-shader>
				<fragment-shader n="2">Shaders/filters-ALS.frag</fragment-shader>
			</program>
			<uniform>
			   <name>BaseTex</name>
			   <type>sampler-2d</type>
			   <value type="int">0</value>
			</uniform>
			<uniform>
		        <name>dust_texture</name>
		        <type>sampler-2d</type>
		        <value type="int">1</value>
		    </uniform>
			<uniform>
			   <name>innerAngle</name>
			   <type>float</type>
			   <value>
				   <use>inner-angle</use>
			   </value>
			</uniform>
			<uniform>
			   <name>outerAngle</name>
			   <type>float</type>
			   <value>
				   <use>outer-angle</use>
			   </value>
			</uniform>
			<uniform>
			   <name>blackAngle</name>
			   <type>float</type>
			   <value>
				   <use>black-angle</use>
			   </value>
			</uniform>
			<uniform>
			   <name>use_als</name>
			   <type>bool</type>
			   <value>
				   <use>use-als</use>
			   </value>
			</uniform>
			<uniform>
			   <name>contrast</name>
			   <type>float</type>
			   <value>
				   <use>contrast</use>
			   </value>
			</uniform>
			<uniform>
			   <name>use_filters</name>
			   <type>bool</type>
			   <value>
				   <use>use_filters</use>
			   </value>
			</uniform>
			<uniform>
		        <name>dirt_factor</name>
		        <type>float</type>
		        <value><use>dirt-factor</use></value>
		    </uniform>
			<uniform>
        			<name>gamma</name>
        			<type>float</type>
       			 <value><use>gamma</use></value>
      			</uniform>
      			<uniform>
        			<name>brightness</name>
        			<type>float</type>
       			 <value><use>brightness</use></value>
      			</uniform>
      			<uniform>
        			<name>use_filtering</name>
        			<type>bool</type>
        			<value><use>use_filtering</use></value>
      			</uniform>
      			<uniform>
       				 <name>use_night_vision</name>
        			  <type>bool</type>
       			 	   <value><use>use_night_vision</use></value>
      			  </uniform>
      			  <uniform>
       			 	<name>use_IR_vision</name>
        			<type>bool</type>
       			 	<value><use>use_IR_vision</use></value>
      			   </uniform>
     			   <uniform>
        			<name>delta_T</name>
        			<type>float</type>
        			<value><use>delta_T</use></value>
      			   </uniform>
			   <uniform>
				<name>fact_grey</name>
				<type>float</type>
				<value><use>fact_grey</use></value>
			   </uniform>
			   <uniform>
				<name>fact_black</name>
				<type>float</type>
				<value><use>fact_black</use></value>
			   </uniform>
			<uniform>
				  <name>display_xsize</name>
				  <type>int</type>
				  <value><use>display_xsize</use></value>
		   </uniform>
			   <uniform>
				  <name>display_ysize</name>
				  <type>int</type>
				  <value><use>display_ysize</use></value>
		   </uniform> 
		</pass>
	</technique>
</PropertyList>