2009-08-08 10:17:58 +00:00
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/landmass</name>
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<inherits-from>Effects/terrain-default</inherits-from>
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2010-03-27 14:02:56 +00:00
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<parameters>
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2010-03-28 17:00:19 +00:00
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<texture n="2">
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<image>Textures.high/Terrain/forest-relief.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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2010-03-27 14:02:56 +00:00
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<snow-level><use>/sim/rendering/snow-level-m</use></snow-level>
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2010-04-10 13:59:24 +00:00
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<depth-factor type="float">0.01</depth-factor>
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<canopy-height type="float">15.0</canopy-height>
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2010-04-10 15:08:29 +00:00
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<quality-level><use>/sim/rendering/quality-level</use></quality-level>
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2010-03-27 14:02:56 +00:00
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</parameters>
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2010-03-28 17:00:19 +00:00
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<generate>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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</generate>
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2010-03-29 06:13:43 +00:00
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<technique n="8">
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<predicate>
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<and>
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<property>/sim/rendering/landmass-shader</property>
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<property>/sim/rendering/shader-effects</property>
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2010-04-10 13:59:24 +00:00
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<less-equal>
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<value type="float">4.0</value>
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<float-property>/sim/rendering/quality-level</float-property>
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</less-equal>
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2010-03-29 06:13:43 +00:00
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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<extension-supported>GL_EXT_geometry_shader4</extension-supported>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<type>noise</type>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<image><use>texture[2]/image</use></image>
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<filter><use>texture[2]/filter</use></filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[2]/internal-format</use>
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</internal-format>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/landmass-g.vert</vertex-shader>
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<geometry-shader>Shaders/landmass.geom</geometry-shader>
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<fragment-shader>Shaders/landmass.frag</fragment-shader>
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2010-04-22 14:56:34 +00:00
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<geometry-vertices-out type="int">18</geometry-vertices-out>
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2010-03-29 06:13:43 +00:00
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<geometry-input-type>triangles</geometry-input-type>
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<geometry-output-type>triangle-strip</geometry-output-type>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>
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</program>
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<uniform>
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<name>NoiseTex</name>
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<type>sampler-3d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>BaseTex</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>NormalTex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>depth_factor</name>
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<type>float</type>
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2010-04-10 13:59:24 +00:00
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<value><use>depth-factor</use></value>
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2010-03-29 06:13:43 +00:00
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</uniform>
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<uniform>
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2010-04-10 13:59:24 +00:00
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<name>snowlevel</name>
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2010-03-29 06:13:43 +00:00
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<type>float</type>
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2010-04-10 13:59:24 +00:00
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<value><use>snow-level</use></value>
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2010-03-29 06:13:43 +00:00
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</uniform>
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<uniform>
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2010-04-10 13:59:24 +00:00
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<name>canopy_height</name>
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2010-03-29 06:13:43 +00:00
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<type>float</type>
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2010-04-10 13:59:24 +00:00
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<value><use>canopy-height</use></value>
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2010-03-29 06:13:43 +00:00
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</uniform>
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2010-04-10 15:08:29 +00:00
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<uniform>
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<name>quality_level</name>
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<type>float</type>
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<value><use>quality-level</use></value>
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</uniform>
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2010-03-29 06:13:43 +00:00
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</pass>
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</technique>
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2009-08-08 10:17:58 +00:00
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<technique n="9">
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<predicate>
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<and>
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2009-10-08 02:53:37 +00:00
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<property>/sim/rendering/landmass-shader</property>
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2009-08-08 10:17:58 +00:00
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<property>/sim/rendering/shader-effects</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<type>noise</type>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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2010-03-28 17:00:19 +00:00
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<image><use>texture[2]/image</use></image>
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<filter><use>texture[2]/filter</use></filter>
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<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[2]/internal-format</use>
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</internal-format>
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2009-08-08 10:17:58 +00:00
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</texture-unit>
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<program>
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<vertex-shader>Shaders/landmass.vert</vertex-shader>
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<fragment-shader>Shaders/landmass.frag</fragment-shader>
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2010-03-28 17:00:19 +00:00
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>
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2009-08-08 10:17:58 +00:00
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</program>
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<uniform>
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2010-03-27 14:02:56 +00:00
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<name>NoiseTex</name>
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<type>sampler-3d</type>
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<value type="int">0</value>
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</uniform>
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2009-08-08 10:17:58 +00:00
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<uniform>
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<name>BaseTex</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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2010-03-28 17:00:19 +00:00
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<uniform>
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<name>NormalTex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>depth_factor</name>
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<type>float</type>
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2010-04-10 13:59:24 +00:00
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<value><use>depth-factor</use></value>
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2010-03-28 17:00:19 +00:00
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</uniform>
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2010-03-27 14:02:56 +00:00
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<uniform>
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<name>snowlevel</name>
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<type>float</type>
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2010-04-10 13:59:24 +00:00
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<value><use>snow-level</use></value>
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2010-03-27 14:02:56 +00:00
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</uniform>
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2010-04-10 15:08:29 +00:00
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<uniform>
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<name>quality_level</name>
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<type>float</type>
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<value><use>quality-level</use></value>
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</uniform>
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2009-08-08 10:17:58 +00:00
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</pass>
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</technique>
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</PropertyList>
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