2012-04-26 10:03:51 +00:00
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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2014-11-16 21:09:41 +00:00
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<name>Effects/skydome</name>
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2012-04-26 10:03:51 +00:00
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<parameters>
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<mie><use>/sim/rendering/mie</use></mie>
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<rayleigh><use>/sim/rendering/rayleigh</use></rayleigh>
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2013-08-29 12:15:51 +00:00
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<density><use>/sim/rendering/dome-density</use></density>
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<overcast><use>/rendering/scene/overcast</use></overcast>
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<saturation><use>/rendering/scene/saturation</use></saturation>
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<scattering><use>/rendering/scene/scattering</use></scattering>
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<visibility><use>/environment/ground-visibility-m</use></visibility>
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<avisibility><use>/environment/visibility-m</use></avisibility>
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2015-12-21 11:07:32 +00:00
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<ice_hex_col><use>/environment/scattering-phenomena/ice-hexagonal-column-factor</use></ice_hex_col>
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<ice_hex_sheet><use>/environment/scattering-phenomena/ice-hexagonal-sheet-factor</use></ice_hex_sheet>
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2016-01-10 08:07:21 +00:00
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<parhelic><use>/environment/scattering-phenomena/parhelic-factor</use></parhelic>
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<aurora_strength><use>/environment/aurora/strength</use></aurora_strength>
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<aurora_vsize><use>/environment/aurora/vsize</use></aurora_vsize>
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<aurora_hsize><use>/environment/aurora/hsize</use></aurora_hsize>
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2016-02-03 07:14:42 +00:00
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<aurora_ray_factor><use>/environment/aurora/ray-factor</use></aurora_ray_factor>
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2013-08-29 12:15:51 +00:00
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<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
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<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
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2012-11-20 13:11:21 +00:00
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<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
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2013-08-29 12:15:51 +00:00
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<horizon_roughness><use>/local-weather/config/small-scale-persistence</use></horizon_roughness>
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2014-10-08 10:26:30 +00:00
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<display_xsize><use>/sim/startup/xsize</use></display_xsize>
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<display_ysize><use>/sim/startup/ysize</use></display_ysize>
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<view_pitch_offset><use>/sim/current-view/pitch-offset-deg</use></view_pitch_offset>
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<view_heading_offset><use>/sim/current-view/heading-offset-deg</use></view_heading_offset>
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<view_fov><use>/sim/current-view/field-of-view</use></view_fov>
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<use_searchlight><use>/sim/rendering/als-secondary-lights/use-searchlight</use></use_searchlight>
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<use_landing_light><use>/sim/rendering/als-secondary-lights/use-landing-light</use></use_landing_light>
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<use_alt_landing_light><use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use></use_alt_landing_light>
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<landing_light1_offset><use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use></landing_light1_offset>
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<landing_light2_offset><use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use></landing_light2_offset>
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2015-10-22 09:06:12 +00:00
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<landing_light3_offset><use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use></landing_light3_offset>
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2016-03-14 09:43:55 +00:00
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<use_filtering><use>/sim/rendering/als-filters/use-filtering</use></use_filtering>
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<gamma><use>/sim/rendering/als-filters/gamma</use></gamma>
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<brightness><use>/sim/rendering/als-filters/brightness</use></brightness>
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<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
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2016-03-17 12:40:37 +00:00
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<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
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<delta_T>-50.0</delta_T>
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2014-12-11 11:02:40 +00:00
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<air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
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2012-04-26 10:03:51 +00:00
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</parameters>
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<technique n="8">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</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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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<program>
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2014-10-08 10:26:30 +00:00
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<vertex-shader>Shaders/skydome-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/skydome-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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2016-03-14 09:43:55 +00:00
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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2012-04-26 10:03:51 +00:00
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</program>
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<uniform>
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<name>mK</name>
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<type>float</type>
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<value><use>mie</use></value>
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</uniform>
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<uniform>
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<name>rK</name>
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<type>float</type>
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<value><use>rayleigh</use></value>
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</uniform>
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<uniform>
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<name>density</name>
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<type>float</type>
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<value><use>density</use></value>
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2013-08-29 12:15:51 +00:00
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</uniform>
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2012-04-26 10:03:51 +00:00
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<uniform>
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<name>overcast</name>
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<type>float</type>
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<value><use>overcast</use></value>
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2013-08-29 12:15:51 +00:00
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</uniform>
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2012-04-26 10:03:51 +00:00
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<uniform>
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<name>saturation</name>
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<type>float</type>
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<value><use>saturation</use></value>
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2013-08-29 12:15:51 +00:00
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</uniform>
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2012-04-26 10:03:51 +00:00
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value><use>scattering</use></value>
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2013-08-29 12:15:51 +00:00
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</uniform>
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2012-04-26 10:03:51 +00:00
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value><use>visibility</use></value>
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2013-08-29 12:15:51 +00:00
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</uniform>
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2012-04-26 10:03:51 +00:00
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value><use>lthickness</use></value>
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2013-08-29 12:15:51 +00:00
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</uniform>
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2012-04-26 10:03:51 +00:00
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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2013-08-29 12:15:51 +00:00
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</uniform>
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2012-04-26 10:03:51 +00:00
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value><use>avisibility</use></value>
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2013-08-29 12:15:51 +00:00
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</uniform>
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2012-04-26 10:03:51 +00:00
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<uniform>
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<name>terrain_alt</name>
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<type>float</type>
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<value><use>terrain_alt</use></value>
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2013-08-29 12:15:51 +00:00
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</uniform>
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2012-11-20 13:11:21 +00:00
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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2012-04-26 10:03:51 +00:00
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</uniform>
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2014-12-11 11:02:40 +00:00
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<uniform>
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<name>air_pollution</name>
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<type>float</type>
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<value><use>air_pollution</use></value>
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</uniform>
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2015-12-21 11:07:32 +00:00
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<uniform>
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<name>ice_hex_col</name>
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<type>float</type>
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<value><use>ice_hex_col</use></value>
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</uniform>
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2016-01-10 08:07:21 +00:00
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<uniform>
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<name>parhelic</name>
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<type>float</type>
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<value><use>parhelic</use></value>
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</uniform>
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2015-12-21 11:07:32 +00:00
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<uniform>
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<name>ice_hex_sheet</name>
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<type>float</type>
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<value><use>ice_hex_sheet</use></value>
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</uniform>
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2016-01-10 08:07:21 +00:00
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<uniform>
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<name>aurora_strength</name>
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<type>float</type>
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<value><use>aurora_strength</use></value>
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</uniform>
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<uniform>
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<name>aurora_vsize</name>
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<type>float</type>
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<value><use>aurora_vsize</use></value>
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</uniform>
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<uniform>
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<name>aurora_hsize</name>
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<type>float</type>
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<value><use>aurora_hsize</use></value>
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</uniform>
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2016-02-03 07:14:42 +00:00
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<uniform>
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<name>aurora_ray_factor</name>
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<type>float</type>
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<value><use>aurora_ray_factor</use></value>
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</uniform>
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2013-08-29 12:15:51 +00:00
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<uniform>
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<name>horizon_roughness</name>
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<type>float</type>
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<value><use>horizon_roughness</use></value>
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</uniform>
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2016-03-14 09:43:55 +00:00
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<uniform>
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<name>gamma</name>
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<type>float</type>
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<value><use>gamma</use></value>
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</uniform>
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<uniform>
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<name>brightness</name>
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<type>float</type>
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<value><use>brightness</use></value>
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</uniform>
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2016-03-17 12:40:37 +00:00
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<uniform>
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<name>delta_T</name>
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<type>float</type>
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<value><use>delta_T</use></value>
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</uniform>
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2016-03-14 09:43:55 +00:00
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<uniform>
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<name>use_filtering</name>
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<type>bool</type>
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<value><use>use_filtering</use></value>
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</uniform>
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<uniform>
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<name>use_night_vision</name>
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<type>bool</type>
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<value><use>use_night_vision</use></value>
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</uniform>
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2016-03-17 12:40:37 +00:00
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<uniform>
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<name>use_IR_vision</name>
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<type>bool</type>
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<value><use>use_IR_vision</use></value>
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</uniform>
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2014-10-08 10:26:30 +00:00
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<uniform>
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<name>view_pitch_offset</name>
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<type>float</type>
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<value><use>view_pitch_offset</use></value>
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</uniform>
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<uniform>
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<name>view_heading_offset</name>
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<type>float</type>
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<value><use>view_heading_offset</use></value>
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</uniform>
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<uniform>
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<name>field_of_view</name>
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<type>float</type>
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<value><use>view_fov</use></value>
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</uniform>
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<uniform>
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<name>landing_light1_offset</name>
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<type>float</type>
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<value><use>landing_light1_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light2_offset</name>
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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2015-10-22 09:06:12 +00:00
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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2014-10-08 10:26:30 +00:00
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<uniform>
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<name>use_searchlight</name>
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<type>int</type>
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<value> <use>use_searchlight</use></value>
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</uniform>
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<uniform>
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<name>use_landing_light</name>
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<type>int</type>
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<value> <use>use_landing_light</use></value>
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</uniform>
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<uniform>
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<name>use_alt_landing_light</name>
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<type>int</type>
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<value> <use>use_alt_landing_light</use></value>
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</uniform>
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<uniform>
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<name>display_xsize</name>
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<type>int</type>
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<value><use>display_xsize</use></value>
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</uniform>
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<uniform>
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<name>display_ysize</name>
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<type>int</type>
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<value><use>display_ysize</use></value>
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</uniform>
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2012-04-26 10:03:51 +00:00
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</pass>
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</technique>
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<!-- fall back without shaders -->
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<technique n="11">
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<pass>
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<lighting>false</lighting>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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</pass>
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</technique>
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</PropertyList>
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