490 lines
13 KiB
Text
490 lines
13 KiB
Text
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<?xml version='1.0' encoding='UTF-8'?>
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<PropertyList>
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<name>Effects/cloud-static</name>
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<parameters>
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<texture n="0">
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</texture>
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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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<altitude>
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<use>/sim/rendering/eye-altitude-m</use>
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</altitude>
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<cloud_self_shading>
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<use>/environment/cloud-self-shading</use>
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</cloud_self_shading>
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<moonlight>
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<use>/environment/moonlight</use>
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</moonlight>
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<ring-factor>
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<use>/environment/scattering-phenomena/ring-factor</use>
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</ring-factor>
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<rainbow-factor>
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<use>/environment/scattering-phenomena/rainbow-factor</use>
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</rainbow-factor>
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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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</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/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>
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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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<!--<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/Default/cloud-static.vert</vertex-shader>
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<fragment-shader>Shaders/Default/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>
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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>altitude</name>
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<type>float</type>
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<value>
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<use>altitude</use>
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</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="18">
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<scheme>als-lighting</scheme>
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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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<less-equal>
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<value type="float">1.0</value>
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<float-property>/sim/rendering/shaders/clouds</float-property>
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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>
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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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<!--<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/ALS/cloud-static-detailed.vert</vertex-shader>
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<fragment-shader>Shaders/ALS/cloud-static-detailed.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>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>
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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>altitude</name>
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<type>float</type>
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<value>
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<use>altitude</use>
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</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>
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<use>cloud_self_shading</use>
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</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>
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<use>moonlight</use>
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</value>
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</uniform>
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<uniform>
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<name>ring_factor</name>
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<type>float</type>
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<value>
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<use>ring-factor</use>
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</value>
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</uniform>
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<uniform>
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<name>rainbow_factor</name>
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<type>float</type>
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<value>
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<use>rainbow-factor</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>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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<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="19">
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<scheme>als-lighting</scheme>
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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>
|
||
|
<texture-unit>
|
||
|
<unit>0</unit>
|
||
|
<type>
|
||
|
<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>
|
||
|
<wrap-s>
|
||
|
<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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||
|
<!--<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>-->
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||
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</texture-unit>
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||
|
<program>
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||
|
<vertex-shader>Shaders/ALS/cloud-static.vert</vertex-shader>
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<vertex-shader>Shaders/ALS/filters.vert</vertex-shader>
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||
|
<fragment-shader>Shaders/ALS/cloud-static.frag</fragment-shader>
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||
|
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
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||
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<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
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||
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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>
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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>altitude</name>
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||
|
<type>float</type>
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||
|
<value>
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||
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<use>altitude</use>
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</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>
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<use>cloud_self_shading</use>
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</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>
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||
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<use>moonlight</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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||
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<use>gamma</use>
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||
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</value>
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||
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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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||
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<value>
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||
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<use>brightness</use>
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||
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</value>
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||
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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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||
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<value>
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||
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<use>use_filtering</use>
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||
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</value>
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||
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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>
|
||
|
<value>
|
||
|
<use>use_night_vision</use>
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||
|
</value>
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||
|
</uniform>
|
||
|
<uniform>
|
||
|
<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>
|
||
|
</value>
|
||
|
</uniform>
|
||
|
<uniform>
|
||
|
<name>delta_T</name>
|
||
|
<type>float</type>
|
||
|
<value>
|
||
|
<use>delta_T</use>
|
||
|
</value>
|
||
|
</uniform>
|
||
|
<uniform>
|
||
|
<name>fact_grey</name>
|
||
|
<type>float</type>
|
||
|
<value>
|
||
|
<use>fact_grey</use>
|
||
|
</value>
|
||
|
</uniform>
|
||
|
<uniform>
|
||
|
<name>fact_black</name>
|
||
|
<type>float</type>
|
||
|
<value>
|
||
|
<use>fact_black</use>
|
||
|
</value>
|
||
|
</uniform>
|
||
|
<uniform>
|
||
|
<name>display_xsize</name>
|
||
|
<type>int</type>
|
||
|
<value>
|
||
|
<use>display_xsize</use>
|
||
|
</value>
|
||
|
</uniform>
|
||
|
<uniform>
|
||
|
<name>display_ysize</name>
|
||
|
<type>int</type>
|
||
|
<value>
|
||
|
<use>display_ysize</use>
|
||
|
</value>
|
||
|
</uniform>
|
||
|
<vertex-program-two-side>true</vertex-program-two-side>
|
||
|
</pass>
|
||
|
</technique>
|
||
|
</PropertyList>
|