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fgdata/Effects/planet-aurora.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/aurora</name>
<!-- <inherits-from>Effects/shadow</inherits-from> -->
<parameters>
<texture n ="0">
<type>white</type>
</texture>
<vertex-program-two-side type="bool">true</vertex-program-two-side>
<material>
<color-mode-uniform>1</color-mode-uniform>
<!-- DIFFUSE -->
</material>
<strength><use>/environment/aurora/strength</use></strength>
<ray_factor><use>/environment/aurora/ray-factor</use></ray_factor>
<upper_alt_factor><use>/environment/aurora/upper-alt-factor</use></upper_alt_factor>
<penetration_factor><use>/environment/aurora/penetration-factor</use></penetration_factor>
<patchiness><use>/environment/aurora/patchiness</use></patchiness>
<afterglow><use>/environment/aurora/afterglow</use></afterglow>
</parameters>
<technique n="10">
<predicate>
<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>
<property>/sim/rendering/shaders/skydome</property>
</and>
</or>
</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>
<source>src-alpha</source>
<destination>one-minus-src-alpha</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>
<depth>
<write-mask>false</write-mask>
</depth>
<render-bin>
<bin-number>10</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<!-- The texture unit is always active because the shaders expect
that. -->
<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>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/planet-aurora.vert</vertex-shader>
<fragment-shader>Shaders/planet-aurora.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>strength</name>
<type>float</type>
<value><use>strength</use></value>
</uniform>
<uniform>
<name>ray_factor</name>
<type>float</type>
<value><use>ray_factor</use></value>
</uniform>
<uniform>
<name>upper_alt_factor</name>
<type>float</type>
<value><use>upper_alt_factor</use></value>
</uniform>
<uniform>
<name>penetration_factor</name>
<type>float</type>
<value><use>penetration_factor</use></value>
</uniform>
<uniform>
<name>patchiness</name>
<type>float</type>
<value><use>patchiness</use></value>
</uniform>
<uniform>
<name>afterglow</name>
<type>float</type>
<value><use>afterglow</use></value>
</uniform>
</pass>
</technique>
</PropertyList>