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fgdata/Effects/crop.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/crop</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="2">
<image>Textures/Terrain/crop.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="3">
2010-08-15 14:32:48 +00:00
<image>Textures/Terrain/crop-colors.png</image>
<type>1d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>mirror</wrap-s>
<internal-format>normalized</internal-format>
</texture>
<snow-level><use>/environment/snow-level-m</use></snow-level>
</parameters>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/crop</property>
<equal>
<value type="float">0.0</value>
<float-property>/sim/rendering/rembrandt/enabled</float-property>
</equal>
<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>
<!-- Use material values that are either inherited from the
terrain-default effect or supplied by an effect derived
from this one e.g., one created in the materials library. -->
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend><use>transparent</use></blend>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image><use>texture[2]/image</use></image>
<type><use>texture[2]/type</use></type>
<filter><use>texture[2]/filter</use></filter>
<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type><use>texture[3]/type</use></type>
<image><use>texture[3]/image</use></image>
<filter><use>texture[3]/filter</use></filter>
<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader n="1">Shaders/crop.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/crop.frag</fragment-shader>
</program>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>SampleTex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>ColorsTex</name>
<type>sampler-1d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value><use>snow-level</use></value>
</uniform>
</pass>
</technique>
</PropertyList>