301 lines
7.9 KiB
Text
301 lines
7.9 KiB
Text
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<?xml version='1.0' encoding='UTF-8'?>
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<PropertyList>
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<name>Effects/procedural-light</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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<light_color_base_r type="float">1.0</light_color_base_r>
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<light_color_base_g type="float">0.0</light_color_base_g>
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<light_color_base_b type="float">0.0</light_color_base_b>
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<light_color_center_r type="float">1.0</light_color_center_r>
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<light_color_center_g type="float">1.0</light_color_center_g>
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<light_color_center_b type="float">1.0</light_color_center_b>
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<intensity_scale type="float">1.0</intensity_scale>
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<pointing_x type="float">-1.0</pointing_x>
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<pointing_y type="float">0.0</pointing_y>
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<pointing_z type="float">0.0</pointing_z>
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<is_directional type="bool">false</is_directional>
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<is_strobe type="bool">false</is_strobe>
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<inner_angle type="float">0.2</inner_angle>
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<outer_angle type="float">0.4</outer_angle>
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<zero_angle type="float">0.7</zero_angle>
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<outer_gain type="float">0.5</outer_gain>
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<visibility>
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<use>/environment/ground-visibility-m</use>
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</visibility>
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<avisibility>
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<use>/environment/visibility-m</use>
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</avisibility>
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<lthickness>
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<use>/environment/ground-haze-thickness-m</use>
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</lthickness>
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<terrain_alt>
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<use>/environment/mean-terrain-elevation-m</use>
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</terrain_alt>
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<eye_alt>
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<use>/sim/rendering/eye-altitude-m</use>
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</eye_alt>
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<terminator>
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<use>/environment/terminator-relative-position-m</use>
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</terminator>
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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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<and>
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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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<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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<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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<active>
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<use>texture[0]/active</use>
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</active>
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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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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<vertex-program-two-side>false</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/ALS/light.vert</vertex-shader>
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<fragment-shader>Shaders/ALS/light.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
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</program>
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<uniform>
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<name>light_color_base_r</name>
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<type>float</type>
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<value>
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<use>light_color_base_r</use>
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</value>
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</uniform>
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<uniform>
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<name>light_color_base_g</name>
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<type>float</type>
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<value>
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<use>light_color_base_g</use>
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</value>
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</uniform>
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<uniform>
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<name>light_color_base_b</name>
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<type>float</type>
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<value>
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<use>light_color_base_b</use>
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</value>
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</uniform>
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<uniform>
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<name>light_color_center_r</name>
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<type>float</type>
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<value>
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<use>light_color_center_r</use>
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</value>
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</uniform>
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<uniform>
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<name>light_color_center_g</name>
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<type>float</type>
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<value>
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<use>light_color_center_g</use>
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</value>
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</uniform>
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<uniform>
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<name>light_color_center_b</name>
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<type>float</type>
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<value>
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<use>light_color_center_b</use>
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</value>
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</uniform>
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<uniform>
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<name>intensity_scale</name>
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<type>float</type>
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<value>
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<use>intensity_scale</use>
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</value>
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</uniform>
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<uniform>
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<name>pointing_x</name>
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<type>float</type>
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<value>
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<use>pointing_x</use>
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</value>
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</uniform>
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<uniform>
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<name>pointing_y</name>
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<type>float</type>
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<value>
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<use>pointing_y</use>
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</value>
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</uniform>
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<uniform>
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<name>pointing_z</name>
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<type>float</type>
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<value>
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<use>pointing_z</use>
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</value>
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</uniform>
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<uniform>
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<name>inner_angle</name>
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<type>float</type>
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<value>
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<use>inner_angle</use>
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</value>
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</uniform>
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<uniform>
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<name>outer_angle</name>
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<type>float</type>
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<value>
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<use>outer_angle</use>
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</value>
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</uniform>
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<uniform>
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<name>zero_angle</name>
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<type>float</type>
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<value>
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<use>zero_angle</use>
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</value>
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</uniform>
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<uniform>
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<name>outer_gain</name>
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<type>float</type>
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<value>
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<use>outer_gain</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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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value>
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<use>avisibility</use>
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</value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value>
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<use>lthickness</use>
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</value>
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</uniform>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value>
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<use>eye_alt</use>
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</value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value>
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<use>terminator</use>
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</value>
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</uniform>
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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>is_directional</name>
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<type>bool</type>
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<value>
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<use>is_directional</use>
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</value>
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</uniform>
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<uniform>
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<name>is_strobe</name>
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<type>bool</type>
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<value>
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<use>is_strobe</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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