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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/cloud-static</name>
<parameters>
<texture n ="0">
</texture>
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
<altitude><use>/sim/rendering/eye-altitude-m</use></altitude>
<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
<moonlight><use>/environment/moonlight</use></moonlight>
<ring-factor><use>/environment/scattering-phenomena/ring-factor</use></ring-factor>
<rainbow-factor><use>/environment/scattering-phenomena/rainbow-factor</use></rainbow-factor>
<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-cloud</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>
<!-- exposure.glsl -->
<exposure-compensation>
<use>/sim/rendering/hdr/exposure-compensation</use>
</exposure-compensation>
<!-- atmos.glsl -->
<aerosol-absorption-cross-section type="vec4d">
<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[0]</use>
<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[1]</use>
<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[2]</use>
<use>/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[3]</use>
</aerosol-absorption-cross-section>
<aerosol-scattering-cross-section type="vec4d">
<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[0]</use>
<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[1]</use>
<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[2]</use>
<use>/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[3]</use>
</aerosol-scattering-cross-section>
<aerosol-base-density>
<use>/sim/rendering/hdr/atmos/aerosol-base-density</use>
</aerosol-base-density>
<aerosol-relative-background-density>
<use>/sim/rendering/hdr/atmos/aerosol-relative-background-density</use>
</aerosol-relative-background-density>
<aerosol-scale-height>
<use>/sim/rendering/hdr/atmos/aerosol-scale-height</use>
</aerosol-scale-height>
<fog-density>
<use>/sim/rendering/hdr/atmos/fog-density</use>
</fog-density>
<fog-scale-height>
<use>/sim/rendering/hdr/atmos/fog-scale-height</use>
</fog-scale-height>
<ozone-mean-dobson>
<use>/sim/rendering/hdr/atmos/ozone-mean-dobson</use>
</ozone-mean-dobson>
<ground-albedo type="vec4d">
<use>/sim/rendering/hdr/atmos/ground-albedo[0]</use>
<use>/sim/rendering/hdr/atmos/ground-albedo[1]</use>
<use>/sim/rendering/hdr/atmos/ground-albedo[2]</use>
<use>/sim/rendering/hdr/atmos/ground-albedo[3]</use>
</ground-albedo>
</parameters>
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<technique n="8">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<property>/sim/rendering/clouds3d-enable</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
<less-equal>
<value type="float">1.0</value>
<float-property>/sim/rendering/shaders/clouds</float-property>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>9</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/cloud-static-ALS-detailed.vert</vertex-shader>
<fragment-shader>Shaders/cloud-static-ALS-detailed.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>altitude</name>
<type>float</type>
<value><use>altitude</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>ring_factor</name>
<type>float</type>
<value><use>ring-factor</use></value>
</uniform>
<uniform>
<name>rainbow_factor</name>
<type>float</type>
<value><use>rainbow-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>
<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>
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<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<property>/sim/rendering/clouds3d-enable</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>9</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/cloud-static-ALS.vert</vertex-shader>
<vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
<fragment-shader>Shaders/cloud-static-ALS.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
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</uniform>
<uniform>
<name>altitude</name>
<type>float</type>
<value><use>altitude</use></value>
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</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
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</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
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</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>
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<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>
<technique n="10">
<predicate>
<and>
<property>/sim/rendering/clouds3d-enable</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<!-- This is apparently not used, so maybe we'll blow it way soon. -->
<lighting>true</lighting>
<material>
<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.01</reference>
</alpha-test>
<shade-model>smooth</shade-model>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>9</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type><use>texture[0]/type</use></type>
<image><use>texture[0]/image</use></image>
<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>
<!--<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>-->
</texture-unit>
<program>
<vertex-shader>Shaders/cloud-static.vert</vertex-shader>
<fragment-shader>Shaders/cloud-static.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
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</uniform>
<uniform>
<name>altitude</name>
<type>float</type>
<value><use>altitude</use></value>
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</uniform>
<vertex-program-two-side>true</vertex-program-two-side>
</pass>
</technique>
<technique n="109">
<scheme>hdr-geometry</scheme>
</technique>
<technique n="129">
<scheme>hdr-forward</scheme>
<pass>
<!-- Reverse floating point depth buffer -->
<depth>
<function>gequal</function>
<near>1.0</near>
<far>0.0</far>
<write-mask>false</write-mask>
</depth>
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image><use>texture[0]/image</use></image>
<wrap-s>clamp-to-border</wrap-s>
<wrap-t>clamp-to-border</wrap-t>
</texture-unit>
<blend>1</blend>
<rendering-hint>transparent</rendering-hint>
<program>
<vertex-shader>Shaders/HDR/cloud_static.vert</vertex-shader>
<vertex-shader>Shaders/HDR/cloud_static_common.vert</vertex-shader>
<vertex-shader>Shaders/HDR/sun.glsl</vertex-shader>
<vertex-shader>Shaders/HDR/aerial_perspective.glsl</vertex-shader>
<vertex-shader>Shaders/HDR/atmos_spectral.glsl</vertex-shader>
<fragment-shader>Shaders/HDR/3dcloud.frag</fragment-shader>
<fragment-shader>Shaders/HDR/3dcloud_common.frag</fragment-shader>
<fragment-shader>Shaders/HDR/aerial_perspective.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
</program>
<uniform>
<name>base_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<!-- aerial_perspective.glsl -->
<uniform>
<name>aerial_perspective_tex</name>
<type>sampler-2d</type>
<value type="int">11</value>
</uniform>
<!-- sun.glsl -->
<uniform>
<name>transmittance_tex</name>
<type>sampler-2d</type>
<value type="int">12</value>
</uniform>
<!-- exposure.glsl -->
<uniform>
<name>lum_tex</name>
<type>sampler-2d</type>
<value type="int">14</value>
</uniform>
<uniform>
<name>exposure_compensation</name>
<type>float</type>
<value><use>exposure-compensation</use></value>
</uniform>
</pass>
</technique>
<technique n="139">
<scheme>hdr-envmap</scheme>
<pass>
<depth>
<write-mask>false</write-mask>
</depth>
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image><use>texture[0]/image</use></image>
<wrap-s>clamp-to-border</wrap-s>
<wrap-t>clamp-to-border</wrap-t>
</texture-unit>
<blend>1</blend>
<rendering-hint>transparent</rendering-hint>
<program>
<vertex-shader>Shaders/HDR/cloud_static_envmap.vert</vertex-shader>
<vertex-shader>Shaders/HDR/cloud_static_common.vert</vertex-shader>
<vertex-shader>Shaders/HDR/math.glsl</vertex-shader>
<vertex-shader>Shaders/HDR/sun.glsl</vertex-shader>
<vertex-shader>Shaders/HDR/aerial_perspective_envmap.glsl</vertex-shader>
<vertex-shader>Shaders/HDR/atmos.glsl</vertex-shader>
<vertex-shader>Shaders/HDR/atmos_spectral.glsl</vertex-shader>
<fragment-shader>Shaders/HDR/3dcloud_envmap.frag</fragment-shader>
<fragment-shader>Shaders/HDR/3dcloud_common.frag</fragment-shader>
<fragment-shader>Shaders/HDR/aerial_perspective_envmap.glsl</fragment-shader>
</program>
<uniform>
<name>base_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<!-- sun.glsl -->
<!-- aerial_perspective_envmap.glsl -->
<uniform>
<name>transmittance_tex</name>
<type>sampler-2d</type>
<value type="int">12</value>
</uniform>
<!-- atmos.glsl -->
<uniform>
<name>aerosol_absorption_cross_section</name>
<type>float-vec4</type>
<value><use>aerosol-absorption-cross-section</use></value>
</uniform>
<uniform>
<name>aerosol_scattering_cross_section</name>
<type>float-vec4</type>
<value><use>aerosol-scattering-cross-section</use></value>
</uniform>
<uniform>
<name>aerosol_base_density</name>
<type>float</type>
<value><use>aerosol-base-density</use></value>
</uniform>
<uniform>
<name>aerosol_relative_background_density</name>
<type>float</type>
<value><use>aerosol-relative-background-density</use></value>
</uniform>
<uniform>
<name>aerosol_scale_height</name>
<type>float</type>
<value><use>aerosol-scale-height</use></value>
</uniform>
<uniform>
<name>fog_density</name>
<type>float</type>
<value><use>fog-density</use></value>
</uniform>
<uniform>
<name>fog_scale_height</name>
<type>float</type>
<value><use>fog-scale-height</use></value>
</uniform>
<uniform>
<name>ozone_mean_dobson</name>
<type>float</type>
<value><use>ozone-mean-dobson</use></value>
</uniform>
<uniform>
<name>ground_albedo</name>
<type>float-vec4</type>
<value><use>ground-albedo</use></value>
</uniform>
</pass>
</technique>
</PropertyList>