2014-04-24 07:37:41 +00:00
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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2016-06-21 09:44:44 +00:00
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<name>Effects/planet-cloudlayer</name>
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2014-04-24 07:37:41 +00:00
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<parameters>
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<texture n ="0">
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<type>white</type>
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</texture>
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2015-03-29 10:16:19 +00:00
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<texture n="1">
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<image>Models/Astro/cloud_structure.png</image>
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<type>2d</type>
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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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2014-04-24 07:37:41 +00:00
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<vertex-program-two-side type="bool">false</vertex-program-two-side>
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<material>
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<color-mode-uniform>1</color-mode-uniform>
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<!-- DIFFUSE -->
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</material>
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<visibility><use>/environment/visibility-m</use></visibility>
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2015-03-29 10:16:19 +00:00
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<use-overlay-textures><use>/earthview/overlay-texture-flag</use></use-overlay-textures>
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2016-11-17 18:54:32 +00:00
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<use-cloud-normals><use>/earthview/cloud-normal-flag</use></use-cloud-normals>
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<shade-effect><use>/earthview/shade-effect</use></shade-effect>
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<sun-angle><use>/sim/time/sun-angle-rad</use></sun-angle>
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<air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
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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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<delta_T><use>/environment/surface/delta-T-cloud</use></delta_T>
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2017-03-04 08:31:27 +00:00
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<fact_grey><use>/sim/rendering/als-filters/grey-factor</use></fact_grey>
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<fact_black><use>/sim/rendering/als-filters/black-factor</use></fact_black>
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2016-11-17 18:54:32 +00:00
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<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
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<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
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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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2014-04-24 07:37:41 +00:00
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</parameters>
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2016-11-17 18:54:32 +00:00
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<generate>
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<normal type="int">15</normal>
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<tangent type="int">6</tangent>
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</generate>
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2014-04-24 07:37:41 +00:00
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<technique n="10">
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<predicate>
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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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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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2016-11-17 18:54:32 +00:00
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<shade-model>smooth</shade-model>
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2014-04-24 07:37:41 +00:00
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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2016-11-17 18:54:32 +00:00
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<rendering-hint>transparent</rendering-hint>
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2016-06-21 09:44:44 +00:00
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<render-bin>
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<bin-number>111</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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2014-04-24 07:37:41 +00:00
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<texture-unit>
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<!-- The texture unit is always active because the shaders expect
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that. -->
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<unit>0</unit>
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<type>
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<use>texture[0]/type</use>
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</type>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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2015-03-29 10:16:19 +00:00
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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[1]/image</use></image>
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<type><use>texture[1]/type</use></type>
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<filter><use>texture[1]/filter</use></filter>
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<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
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<internal-format><use>texture[1]/internal-format</use></internal-format>
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2014-04-24 07:37:41 +00:00
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</texture-unit>
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<program>
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<vertex-shader>Shaders/planet.vert</vertex-shader>
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<fragment-shader>Shaders/planet-cloudlayer.frag</fragment-shader>
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2015-04-18 06:29:04 +00:00
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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2016-11-17 18:54:32 +00:00
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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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>normal</name>
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<index>15</index>
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</attribute>
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2014-04-24 07:37:41 +00:00
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</program>
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<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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2015-03-29 10:16:19 +00:00
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<uniform>
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<name>structure_texture</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>use_overlay</name>
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<type>bool</type>
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<value>
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<use>use-overlay-textures</use>
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</value>
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</uniform>
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2016-11-17 18:54:32 +00:00
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<uniform>
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<name>use_cloud_normals</name>
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<type>bool</type>
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<value>
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<use>use-cloud-normals</use>
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</value>
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</uniform>
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2014-04-24 07:37:41 +00:00
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<uniform>
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<name>colorMode</name>
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<type>int</type>
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<value>
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<use>material/color-mode-uniform</use>
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</value>
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</uniform>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</value>
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</uniform>
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2016-11-17 18:54:32 +00:00
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<uniform>
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<name>shade_effect</name>
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<type>float</type>
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<value>
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<use>shade-effect</use>
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</value>
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</uniform>
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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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<uniform>
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<name>sun_angle</name>
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<type>float</type>
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<value>
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<use>sun-angle</use>
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</value>
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</uniform>
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2017-03-04 08:31:27 +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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<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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<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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<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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<uniform>
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<name>fact_grey</name>
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<type>float</type>
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<value><use>fact_grey</use></value>
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</uniform>
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<uniform>
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<name>fact_black</name>
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<type>float</type>
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<value><use>fact_black</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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2014-04-24 07:37:41 +00:00
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</pass>
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</technique>
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<technique n="11">
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<pass>
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<lighting>true</lighting>
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<material>
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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<active>
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<use>blend/active</use>
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</active>
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<source>
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<use>blend/source</use>
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</source>
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<destination>
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<use>blend/destination</use>
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</destination>
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</blend>
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<shade-model>
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<use>shade-model</use>
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</shade-model>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
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<texture-unit>
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<active>
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<use>texture[0]/active</use>
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</active>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<!--
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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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-->
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<environment>
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<mode>modulate</mode>
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</environment>
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</texture-unit>
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<!-- A two-sided lighting model is set by default near the root
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of the scene graph. Perhaps that ought to be set in this
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effect?
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-->
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</pass>
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</technique>
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</PropertyList>
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