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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<name>Effects/skydome</name>
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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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2012-03-08 22:20:39 +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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<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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2012-04-26 10:03:51 +00:00
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<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
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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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<vertex-shader>Shaders/skydome.vert</vertex-shader>
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<fragment-shader>Shaders/skydome.frag</fragment-shader>
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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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2012-03-08 22:20:39 +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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2012-03-08 22:20:39 +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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2012-03-08 22:20:39 +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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2012-03-08 22:20:39 +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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2012-03-08 22:20:39 +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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2012-03-08 22:20:39 +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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2012-03-08 22:20:39 +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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2012-03-08 22:20:39 +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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</uniform>
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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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