2014-02-17 08:21:26 +00:00
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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2014-11-16 21:09:41 +00:00
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<name>Effects/cloud-impostor</name>
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2014-02-17 08:21:26 +00:00
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<parameters>
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<texture n ="0">
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</texture>
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<range><use>/sim/rendering/clouds3d-vis-range</use></range>
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
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<altitude><use>/sim/rendering/eye-altitude-m</use></altitude>
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<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
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<moonlight><use>/environment/moonlight</use></moonlight>
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<air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
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</parameters>
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<property>/sim/rendering/clouds3d-enable</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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</less-equal>
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</and>
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</predicate>
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<pass n="0">
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<!-- This is apparently not used, so maybe we'll blow it way soon. -->
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<lighting>true</lighting>
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<material>
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<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
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<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
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<color-mode>off</color-mode>
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</material>
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<alpha-test>
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<comparison>greater</comparison>
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<reference type="float">0.01</reference>
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</alpha-test>
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<shade-model>smooth</shade-model>
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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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<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>9</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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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<!--<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>-->
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</texture-unit>
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<program>
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<vertex-shader>Shaders/cloud-impostor-lightfield.vert</vertex-shader>
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<fragment-shader>Shaders/cloud-static-lightfield.frag</fragment-shader>
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</program>
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<uniform>
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<name>baseTexture</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>range</name>
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<type>float</type>
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<value><use>range</use></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><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>altitude</name>
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<type>float</type>
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<value><use>altitude</use></value>
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</uniform>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>moonlight</name>
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<type>float</type>
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<value><use>moonlight</use></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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<vertex-program-two-side>true</vertex-program-two-side>
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</pass>
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</technique>
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/clouds3d-enable</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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</less-equal>
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</and>
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</predicate>
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<pass n="0">
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<!-- This is apparently not used, so maybe we'll blow it way soon. -->
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<lighting>true</lighting>
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<material>
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<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
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<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
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<color-mode>off</color-mode>
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</material>
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<alpha-test>
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<comparison>greater</comparison>
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<reference type="float">0.01</reference>
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</alpha-test>
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<shade-model>smooth</shade-model>
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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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<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>9</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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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<!--<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>-->
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</texture-unit>
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<program>
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<vertex-shader>Shaders/cloud-static.vert</vertex-shader>
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<fragment-shader>Shaders/cloud-static.frag</fragment-shader>
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</program>
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<uniform>
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<name>baseTexture</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>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>altitude</name>
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<type>float</type>
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<value><use>altitude</use></value>
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</uniform>
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<vertex-program-two-side>true</vertex-program-two-side>
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</pass>
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</technique>
|
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</PropertyList>
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