280 lines
7.1 KiB
Text
280 lines
7.1 KiB
Text
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<?xml version='1.0' encoding='UTF-8'?>
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<PropertyList>
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<name>Effects/aurora</name>
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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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<vertex-program-two-side type="bool">true</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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<strength>
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<use>/environment/aurora/strength</use>
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</strength>
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<ray_factor>
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<use>/environment/aurora/ray-factor</use>
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</ray_factor>
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<upper_alt_factor>
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<use>/environment/aurora/upper-alt-factor</use>
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</upper_alt_factor>
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<penetration_factor>
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<use>/environment/aurora/penetration-factor</use>
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</penetration_factor>
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<patchiness>
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<use>/environment/aurora/patchiness</use>
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</patchiness>
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<afterglow>
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<use>/environment/aurora/afterglow</use>
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</afterglow>
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<use_filtering>
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<use>/sim/rendering/als-filters/use-filtering</use>
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</use_filtering>
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<gamma>
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<use>/sim/rendering/als-filters/gamma</use>
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</gamma>
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<brightness>
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<use>/sim/rendering/als-filters/brightness</use>
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</brightness>
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<delta_T>
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<use>/environment/surface/delta-T-cloud</use>
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</delta_T>
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<fact_grey>
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<use>/sim/rendering/als-filters/grey-factor</use>
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</fact_grey>
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<fact_black>
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<use>/sim/rendering/als-filters/black-factor</use>
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</fact_black>
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<use_night_vision>
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<use>/sim/rendering/als-filters/use-night-vision</use>
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</use_night_vision>
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<use_IR_vision>
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<use>/sim/rendering/als-filters/use-IR-vision</use>
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</use_IR_vision>
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<display_xsize>
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<use>/sim/startup/xsize</use>
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</display_xsize>
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<display_ysize>
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<use>/sim/startup/ysize</use>
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</display_ysize>
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<arc_id>0.0</arc_id>
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</parameters>
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<technique n="19">
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<scheme>als-lighting</scheme>
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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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<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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<depth>
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<write-mask>false</write-mask>
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</depth>
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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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<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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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/ALS/planet-aurora.vert</vertex-shader>
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<fragment-shader>Shaders/ALS/planet-aurora.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
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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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<uniform>
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<name>strength</name>
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<type>float</type>
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<value>
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<use>strength</use>
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</value>
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</uniform>
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<uniform>
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<name>ray_factor</name>
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<type>float</type>
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<value>
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<use>ray_factor</use>
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</value>
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</uniform>
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<uniform>
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<name>upper_alt_factor</name>
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<type>float</type>
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<value>
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<use>upper_alt_factor</use>
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</value>
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</uniform>
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<uniform>
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<name>penetration_factor</name>
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<type>float</type>
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<value>
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<use>penetration_factor</use>
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</value>
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</uniform>
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<uniform>
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<name>patchiness</name>
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<type>float</type>
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<value>
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<use>patchiness</use>
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</value>
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</uniform>
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<uniform>
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<name>afterglow</name>
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<type>float</type>
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<value>
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<use>afterglow</use>
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</value>
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</uniform>
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<uniform>
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<name>gamma</name>
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<type>float</type>
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<value>
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<use>gamma</use>
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</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>
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<use>brightness</use>
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</value>
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</uniform>
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<uniform>
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<name>arc_id</name>
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<type>float</type>
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<value>
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<use>arc_id</use>
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</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>
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<use>use_filtering</use>
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</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>
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<use>use_night_vision</use>
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</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>
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<use>use_IR_vision</use>
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</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>
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<use>delta_T</use>
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</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>
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<use>fact_grey</use>
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</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>
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<use>fact_black</use>
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</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>
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<use>display_xsize</use>
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</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>
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<use>display_ysize</use>
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</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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