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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/runway</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="4">
<image>Textures/Runway/rwy-normalmap.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="5">
<type>cubemap</type>
<!-- use this form for a cube cross -->
<!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->
<!-- use this form for a 6 image cube map -->
<images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
</images>
</texture>
<texture n="6">
<image>Aircraft/Generic/Effects/Rainbow.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="7">
<image>Aircraft/Generic/Effects/FresnelLookUp.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="8">
<image>Textures/Runway/rwy-reflect.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<rendering-hint>transparent</rendering-hint>
<shade-model>smooth</shade-model>
<rainbowiness type="float">0.01</rainbowiness>
<fresneliness type="float">0.01</fresneliness>
<noisiness type="float">0.15</noisiness>
<ambient_correction type="float">-0.15</ambient_correction>
<normalmap_dds type="float">0.0</normalmap_dds>
<vertex-program-two-side type="bool">false</vertex-program-two-side>
<cull-face>back</cull-face>
<rnorm>
<use>/environment/rain-norm</use>
</rnorm>
<!-- BEGIN fog include -->
2012-11-20 13:11:21 +00:00
<visibility><use>/environment/ground-visibility-m</use></visibility>
<avisibility><use>/environment/visibility-m</use></avisibility>
<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
<scattering><use>/rendering/scene/scattering</use></scattering>
<ground_scattering><use>/environment/surface/scattering</use></ground_scattering>
<terminator><use>/environment/terminator-relative-position-m</use></terminator>
<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
<overcast><use>/rendering/scene/overcast</use></overcast>
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
<snow_level><use>/environment/snow-level-m</use></snow_level>
<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
<lichen_cover_factor><use>/environment/surface/lichen-cover-factor</use></lichen_cover_factor>
<snow_thickness_factor><use>/environment/surface/snow-thickness-factor</use></snow_thickness_factor>
<wetness><use>/environment/surface/wetness</use></wetness>
<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
2012-11-20 13:11:21 +00:00
<fogstructure><use>/environment/fog-structure</use></fogstructure>
<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
<moonlight><use>/environment/moonlight</use></moonlight>
<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
<!-- END fog include -->
</parameters>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
2012-11-20 13:11:21 +00:00
2013-01-21 11:57:18 +00:00
<technique n="2">
2012-11-20 13:11:21 +00:00
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<or>
<less-equal>
<value type="float">4.0</value>
<float-property>/sim/rendering/shaders/landmass</float-property>
</less-equal>
<less-equal>
<value type="float">3.0</value>
<float-property>/sim/rendering/shaders/transition</float-property>
</less-equal>
</or>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>-1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<program>
<vertex-shader>Shaders/trivial.vert</vertex-shader>
<fragment-shader>Shaders/trivial.frag</fragment-shader>
</program>
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>
<pass>
<lighting>true</lighting>
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend><use>transparent</use></blend>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image><use>texture[0]/image</use></image>
<filter><use>texture[0]/filter</use></filter>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
<internal-format><use>texture[0]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>4</unit>
<image><use>texture[4]/image</use></image>
<filter><use>texture[4]/filter</use></filter>
<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
<internal-format><use>texture[4]/internal-format</use></internal-format>
2012-11-20 13:11:21 +00:00
</texture-unit>
<texture-unit>
<unit>5</unit>
<image><use>texture[12]/image</use></image>
<filter><use>texture[12]/filter</use></filter>
<wrap-s><use>texture[12]/wrap-s</use></wrap-s>
<wrap-t><use>texture[12]/wrap-t</use></wrap-t>
<internal-format><use>texture[12]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>6</unit>
<image><use>texture[10]/image</use></image>
<filter><use>texture[10]/filter</use></filter>
<wrap-s><use>texture[10]/wrap-s</use></wrap-s>
<wrap-t><use>texture[10]/wrap-t</use></wrap-t>
<internal-format><use>texture[10]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>7</unit>
<image><use>texture[11]/image</use></image>
<filter><use>texture[11]/filter</use></filter>
<wrap-s><use>texture[11]/wrap-s</use></wrap-s>
<wrap-t><use>texture[11]/wrap-t</use></wrap-t>
<internal-format><use>texture[11]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/terrain-haze-ultra.vert</vertex-shader>
2012-11-20 13:11:21 +00:00
<fragment-shader>Shaders/runway-lightfield.frag</fragment-shader>
</program>
<uniform>
<name>visibility</name>
<type>float</type>
<value><use>visibility</use></value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value><use>avisibility</use></value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value><use>lthickness</use></value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value><use>scattering</use></value>
</uniform>
<uniform>
<name>ground_scattering</name>
<type>float</type>
<value><use>ground_scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value><use>terrain_alt</use></value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value><use>overcast</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value><use>snow_level</use></value>
</uniform>
<uniform>
<name>snow_thickness_factor</name>
<type>float</type>
<value> <use>snow_thickness_factor</use></value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
<value><use>dust_cover_factor</use></value>
</uniform>
<uniform>
<name>lichen_cover_factor</name>
<type>float</type>
<value> <use>lichen_cover_factor</use></value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value><use>wetness</use></value>
</uniform>
<uniform>
<name>fogstructure</name>
<type>float</type>
<value><use>fogstructure</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value><use>quality_level</use></value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value><use>tquality_level</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">4</value>
2012-11-20 13:11:21 +00:00
</uniform>
<uniform>
<name>mix_texture</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>snow_texture</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>detail_texture</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value>
<!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<depth>
<function>lequal</function>
<write-mask type="bool">false</write-mask>
</depth>
</pass>
</technique>
<technique n="8">
<predicate>
<and>
<property>/sim/rendering/shaders/generic</property>
<property>/sim/rendering/rembrandt/enabled</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[1]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[8]/image</use>
</image>
<filter>
<use>texture[8]/filter</use>
</filter>
<wrap-s>
<use>texture[8]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[8]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>4</unit>
<image>
<use>texture[4]/image</use>
</image>
<filter>
<use>texture[4]/filter</use>
</filter>
<wrap-s>
<use>texture[4]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[4]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>5</unit>
<type>
<use>texture[5]/type</use>
</type>
<!-- use this form for a cube cross -->
<!--<image>
<use>texture[5]/image</use>
</image>-->
<!-- use this form for a 6 image cube map -->
<images>
<use>texture[5]/images</use>
</images>
</texture-unit>
<texture-unit>
<unit>6</unit>
<type>
<use>texture[6]/type</use>
</type>
<image>
<use>texture[6]/image</use>
</image>
<filter>
<use>texture[6]/filter</use>
</filter>
<wrap-s>
<use>texture[6]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[6]/wrap-t</use>
</wrap-t>
</texture-unit>
<texture-unit>
<unit>7</unit>
<type>
<use>texture[7]/type</use>
</type>
<image>
<use>texture[7]/image</use>
</image>
<filter>
<use>texture[7]/filter</use>
</filter>
<wrap-s>
<use>texture[7]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[7]/wrap-t</use>
</wrap-t>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<lighting>false</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<emissive>
<use>material/emissive</use>
</emissive>
<shininess>
<use>material/shininess</use>
</shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<cull-face>back</cull-face>
<program>
<vertex-shader>Shaders/runway-gbuffer.vert</vertex-shader>
<fragment-shader>Shaders/runway-gbuffer.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
<name>BaseTex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>Map</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>Noise</name>
<type>sampler-3d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>Environment</name>
<type>sampler-cube</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>Rainbow</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>Fresnel</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<!-- set the amount of fringing colour 0.0 - 1.0 -->
<uniform>
<name>rainbowiness</name>
<type>float</type>
<value>
<use>rainbowiness</use>
</value>
</uniform>
<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
<uniform>
<name>fresneliness</name>
<type>float</type>
<value>
<use>fresneliness</use>
</value>
</uniform>
<!-- set the amount of noisiness 0.0 - 1.0 -->
<uniform>
<name>noisiness</name>
<type>float</type>
<value>
<use>noisiness</use>
</value>
</uniform>
<!-- The reflection is set proportional to the shininess of the material.
The amount of reflection may be adjusted by the use of this correction
-1.0 (fully transparent)- 1.0 (fully opaque) -->
<uniform>
<name>spec_adjust</name>
<type>float</type>
<value>
<use>rnorm</use>
</value>
</uniform>
<!-- set the amount of ambient light correction 0.0 - 1.0 -->
<uniform>
<name>ambient_correction</name>
<type>float</type>
<value>
<use>ambient_correction</use>
</value>
</uniform>
<!-- use a reflection map-->
<uniform>
<name>reflect_map</name>
<type>float</type>
<value>
<use>reflect_map</use>
</value>
</uniform>
<!-- normalmap is .dds-->
<uniform>
<name>normalmap_dds</name>
<type>float</type>
<value>
<use>normalmap_dds</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
</pass>
</technique>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/generic</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[1]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[8]/image</use>
</image>
<filter>
<use>texture[8]/filter</use>
</filter>
<wrap-s>
<use>texture[8]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[8]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>4</unit>
<image>
<use>texture[4]/image</use>
</image>
<filter>
<use>texture[4]/filter</use>
</filter>
<wrap-s>
<use>texture[4]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[4]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>5</unit>
<type>
<use>texture[5]/type</use>
</type>
<!-- use this form for a cube cross -->
<!--<image>
<use>texture[5]/image</use>
</image>-->
<!-- use this form for a 6 image cube map -->
<images>
<use>texture[5]/images</use>
</images>
</texture-unit>
<texture-unit>
<unit>6</unit>
<type>
<use>texture[6]/type</use>
</type>
<image>
<use>texture[6]/image</use>
</image>
<filter>
<use>texture[6]/filter</use>
</filter>
<wrap-s>
<use>texture[6]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[6]/wrap-t</use>
</wrap-t>
</texture-unit>
<texture-unit>
<unit>7</unit>
<type>
<use>texture[7]/type</use>
</type>
<image>
<use>texture[7]/image</use>
</image>
<filter>
<use>texture[7]/filter</use>
</filter>
<wrap-s>
<use>texture[7]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[7]/wrap-t</use>
</wrap-t>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<cull-face>
<use>cull-face</use>
</cull-face>
<program>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/reflect-bump-spec.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/runway.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
<name>BaseTex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>Map</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>Noise</name>
<type>sampler-3d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>Environment</name>
<type>sampler-cube</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>Rainbow</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>Fresnel</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<!-- set the amount of fringing colour 0.0 - 1.0 -->
<uniform>
<name>rainbowiness</name>
<type>float</type>
<value>
<use>rainbowiness</use>
</value>
</uniform>
<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
<uniform>
<name>fresneliness</name>
<type>float</type>
<value>
<use>fresneliness</use>
</value>
</uniform>
<!-- set the amount of noisiness 0.0 - 1.0 -->
<uniform>
<name>noisiness</name>
<type>float</type>
<value>
<use>noisiness</use>
</value>
</uniform>
<!-- The reflection is set proportional to the shininess of the material.
The amount of reflection may be adjusted by the use of this correction
-1.0 (fully transparent)- 1.0 (fully opaque) -->
<uniform>
<name>spec_adjust</name>
<type>float</type>
<value>
<use>rnorm</use>
</value>
</uniform>
<!-- set the amount of ambient light correction 0.0 - 1.0 -->
<uniform>
<name>ambient_correction</name>
<type>float</type>
<value>
<use>ambient_correction</use>
</value>
</uniform>
<!-- use a reflection map-->
<uniform>
<name>reflect_map</name>
<type>float</type>
<value>
<use>reflect_map</use>
</value>
</uniform>
<!-- normalmap is .dds-->
<uniform>
<name>normalmap_dds</name>
<type>float</type>
<value>
<use>normalmap_dds</use>
</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value>
<use>avisibility</use>
</value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value>
<use>lthickness</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>