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<?xml version="1.0" encoding="utf-8"?>
<!-- generic road effect for OSM detailed roads -->
<PropertyList>
<name>Effects/road</name>
<inherits-from>Effects/model-combined-deferred</inherits-from>
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<parameters>
<texture n="7">
<image>Textures/Terrain/grain_texture.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<grain-texture-enabled type="int">0</grain-texture-enabled>
<grain-magnification type="float">50</grain-magnification>
<lightmap-color type="vec3d" n="0"> 0.8 0.8 1.0 </lightmap-color>
<snow_level><use>/environment/snow-level-m</use></snow_level>
<snow_thickness_factor><use>/environment/surface/snow-thickness-factor</use></snow_thickness_factor>
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<road-traffic-enabled><use>/sim/rendering/osm/road-traffic-enabled</use></road-traffic-enabled>
<road-traffic-density><use>/sim/rendering/osm/road-traffic-density</use></road-traffic-density>
<road-traffic-direction><use>/sim/rendering/osm/road-traffic-direction</use></road-traffic-direction>
<road-light-factor><use>/environment/lightmap-factor</use></road-light-factor>
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</parameters>
<technique n="3">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/model</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>
<lighting>true</lighting>
<material>
<active>
<use>material/active</use>
</active>
<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>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<rendering-hint>
<use>rendering-hint</use>
</rendering-hint>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<render-bin>
<bin-number>
<use>render-bin/bin-number</use>
</bin-number>
<bin-name>
<use>render-bin/bin-name</use>
</bin-name>
</render-bin>
<!-- Diffuse texture unit-->
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<type>
<use>texture[0]/type</use>
</type>
<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>
<!-- Reflection Noise texture unit-->
<texture-unit>
<unit>1</unit>
<type>noise</type>
</texture-unit>
<!-- NormalMap texture unit-->
<texture-unit>
<unit>2</unit>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<!-- ReflectMap texture unit-->
<texture-unit>
<unit>4</unit>
<image>
<use>texture[4]/image</use>
</image>
<type>
<use>texture[4]/type</use>
</type>
<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>
<!-- Reflection CubeMap 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>-->
<!-- END CubeCross -->
<!-- use this form for a 6 image cube map -->
<images>
<use>texture[5]/images</use>
</images>
<!-- END 6 image cube map -->
</texture-unit>
<!-- Reflection gradients texture unit-->
<texture-unit>
<unit>6</unit>
<image>
<use>texture[6]/image</use>
</image>
<type>
<use>texture[6]/type</use>
</type>
<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>
<internal-format>
<use>texture[6]/internal-format</use>
</internal-format>
</texture-unit>
<!-- Grain texture -->
<texture-unit>
<unit>7</unit>
<image>
<use>texture[7]/image</use>
</image>
<type>
<use>texture[7]/type</use>
</type>
<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>
<internal-format>
<use>texture[7]/internal-format</use>
</internal-format>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<program>
<vertex-shader>Shaders/model-ALS-ultra.vert</vertex-shader>
<fragment-shader>Shaders/road-ALS-ultra.frag</fragment-shader>
<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
<fragment-shader>Shaders/hazes.frag</fragment-shader>
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
</program>
<uniform>
<name>BaseTex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>ReflNoiseTex</name>
<type>sampler-3d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>ReflMapTex</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>ReflGradientsTex</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>GrainTex</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<!-- NORMAL MAP -->
<!-- normalmap is used-->
<uniform>
<name>nmap_enabled</name>
<type>int</type>
<value>
<use>normalmap-enabled</use>
</value>
</uniform>
<!-- normalmap is .dds-->
<uniform>
<name>nmap_dds</name>
<type>int</type>
<value>
<use>normalmap-dds</use>
</value>
</uniform>
<uniform>
<name>nmap_tile</name>
<type>float</type>
<value>
<use>normalmap-tiling</use>
</value>
</uniform>
<!-- reflection is used -->
<uniform>
<name>refl_enabled</name>
<type>int</type>
<value>
<use>reflection-enabled</use>
</value>
</uniform>
<!-- reflection correction -->
<uniform>
<name>refl_correction</name>
<type>float</type>
<value>
<use>reflection-correction</use>
</value>
</uniform>
<!-- Fresnel reflectivity -->
<uniform>
<name>refl_fresnel_factor</name>
<type>float</type>
<value>
<use>reflection-fresnel-factor</use>
</value>
</uniform>
<!-- use a reflection map-->
<uniform>
<name>refl_map</name>
<type>int</type>
<value>
<use>reflect-map-enabled</use>
</value>
</uniform>
<!-- how are colors merged in a reflection-->
<uniform>
<name>refl_type</name>
<type>int</type>
<value>
<use>reflection-type</use>
</value>
</uniform>
<!-- reflection is dynamic -->
<uniform>
<name>refl_dynamic</name>
<type>int</type>
<value>
<use>reflection-dynamic</use>
</value>
</uniform>
<!-- set the amount of fringing colour 0.0 - 1.0 -->
<uniform>
<name>refl_rainbow</name>
<type>float</type>
<value>
<use>reflection-rainbow</use>
</value>
</uniform>
<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
<uniform>
<name>refl_fresnel</name>
<type>float</type>
<value>
<use>reflection-fresnel</use>
</value>
</uniform>
<!-- set the amount of noisiness 0.0 - 1.0 -->
<uniform>
<name>refl_noise</name>
<type>float</type>
<value>
<use>reflection-noise</use>
</value>
</uniform>
<!-- dirt -->
<uniform>
<name>dirt_enabled</name>
<type>int</type>
<value>
<use>dirt-enabled</use>
</value>
</uniform>
<uniform>
<name>dirt_multi</name>
<type>int</type>
<value>
<use>dirt-multi</use>
</value>
</uniform>
<uniform>
<name>dirt_r_color</name>
<type>float-vec3</type>
<value>
<use>dirt-color[0]</use>
</value>
</uniform>
<uniform>
<name>dirt_r_factor</name>
<type>float</type>
<value>
<use>dirt-factor[0]</use>
</value>
</uniform>
<uniform>
<name>dirt_g_color</name>
<type>float-vec3</type>
<value>
<use>dirt-color[1]</use>
</value>
</uniform>
<uniform>
<name>dirt_g_factor</name>
<type>float</type>
<value>
<use>dirt-factor[1]</use>
</value>
</uniform>
<uniform>
<name>dirt_b_color</name>
<type>float-vec3</type>
<value>
<use>dirt-color[2]</use>
</value>
</uniform>
<uniform>
<name>dirt_b_factor</name>
<type>float</type>
<value>
<use>dirt-factor[2]</use>
</value>
</uniform>
<!-- road traffic -->
<uniform>
<name>road_traffic_enabled</name>
<type>int</type>
<value>
<use>road-traffic-enabled</use>
</value>
</uniform>
<uniform>
<name>road_traffic_density</name>
<type>float</type>
<value>
<use>road-traffic-density</use>
</value>
</uniform>
<uniform>
<name>road_traffic_direction</name>
<type>int</type>
<value>
<use>road-traffic-direction</use>
</value>
</uniform>
<!-- road illumination -->
<uniform>
<name>streetlight_color</name>
<type>float-vec3</type>
<value>
<use>lightmap-color</use>
</value>
</uniform>
<uniform>
<name>streetlight_factor</name>
<type>float</type>
<value>
<use>road-light-factor</use>
</value>
</uniform>
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<!-- use a grain texture map-->
<uniform>
<name>grain_texture_enabled</name>
<type>int</type>
<value>
<use>grain-texture-enabled</use>
</value>
</uniform>
<uniform>
<name>grain_magnification</name>
<type>float</type>
<value>
<use>grain-magnification</use>
</value>
</uniform>
<!-- simulate wetness, snow and rain-->
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<uniform>
<name>rain_enabled</name>
<type>int</type>
<value>
<use>rain-enabled</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>
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<!-- set the amount of ambient light correction 0.0 - 1.0 -->
<uniform>
<name>amb_correction</name>
<type>float</type>
<value>
<use>ambient-correction</use>
</value>
</uniform>
<uniform>
<name>hdg</name>
<type>float</type>
<value>
<use>model-hdg</use>
</value>
</uniform>
<uniform>
<name>pitch</name>
<type>float</type>
<value>
<use>model-pitch</use>
</value>
</uniform>
<uniform>
<name>roll</name>
<type>float</type>
<value>
<use>model-roll</use>
</value>
</uniform>
<!-- BEGIN fog include -->
<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>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>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>air_pollution</name>
<type>float</type>
<value><use>air_pollution</use></value>
</uniform>
<uniform>
<name>rain_norm</name>
<type>float</type>
<value><use>rnorm</use></value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value><use>wetness</use></value>
</uniform>
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value><use>view_pitch_offset</use></value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value><use>view_heading_offset</use></value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value><use>view_fov</use></value>
</uniform>
<uniform>
<name>landing_light1_offset</name>
<type>float</type>
<value><use>landing_light1_offset</use></value>
</uniform>
<uniform>
<name>landing_light2_offset</name>
<type>float</type>
<value><use>landing_light2_offset</use></value>
</uniform>
<uniform>
<name>landing_light3_offset</name>
<type>float</type>
<value><use>landing_light3_offset</use></value>
</uniform>
<uniform>
<name>gamma</name>
<type>float</type>
<value><use>gamma</use></value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value><use>brightness</use></value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value><use>use_filtering</use></value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value><use>use_night_vision</use></value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value><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>
<!-- cloud shadows -->
<uniform>
<name>cloudpos1_x</name>
<type>float</type>
<value><use>cloudpos1_x</use></value>
</uniform>
<uniform>
<name>cloudpos1_y</name>
<type>float</type>
<value><use>cloudpos1_y</use></value>
</uniform>
<uniform>
<name>cloudpos2_x</name>
<type>float</type>
<value><use>cloudpos2_x</use></value>
</uniform>
<uniform>
<name>cloudpos2_y</name>
<type>float</type>
<value><use>cloudpos2_y</use></value>
</uniform>
<uniform>
<name>cloudpos3_x</name>
<type>float</type>
<value><use>cloudpos3_x</use></value>
</uniform>
<uniform>
<name>cloudpos3_y</name>
<type>float</type>
<value><use>cloudpos3_y</use></value>
</uniform>
<uniform>
<name>cloudpos4_x</name>
<type>float</type>
<value><use>cloudpos4_x</use></value>
</uniform>
<uniform>
<name>cloudpos4_y</name>
<type>float</type>
<value><use>cloudpos4_y</use></value>
</uniform>
<uniform>
<name>cloudpos5_x</name>
<type>float</type>
<value><use>cloudpos5_x</use></value>
</uniform>
<uniform>
<name>cloudpos5_y</name>
<type>float</type>
<value><use>cloudpos5_y</use></value>
</uniform>
<uniform>
<name>cloudpos6_x</name>
<type>float</type>
<value><use>cloudpos6_x</use></value>
</uniform>
<uniform>
<name>cloudpos6_y</name>
<type>float</type>
<value><use>cloudpos6_y</use></value>
</uniform>
<uniform>
<name>cloudpos7_x</name>
<type>float</type>
<value><use>cloudpos7_x</use></value>
</uniform>
<uniform>
<name>cloudpos7_y</name>
<type>float</type>
<value><use>cloudpos7_y</use></value>
</uniform>
<uniform>
<name>cloudpos8_x</name>
<type>float</type>
<value><use>cloudpos8_x</use></value>
</uniform>
<uniform>
<name>cloudpos8_y</name>
<type>float</type>
<value><use>cloudpos8_y</use></value>
</uniform>
<uniform>
<name>cloudpos9_x</name>
<type>float</type>
<value><use>cloudpos9_x</use></value>
</uniform>
<uniform>
<name>cloudpos9_y</name>
<type>float</type>
<value><use>cloudpos9_y</use></value>
</uniform>
<uniform>
<name>cloudpos10_x</name>
<type>float</type>
<value><use>cloudpos10_x</use></value>
</uniform>
<uniform>
<name>cloudpos10_y</name>
<type>float</type>
<value><use>cloudpos10_y</use></value>
</uniform>
<uniform>
<name>cloudpos11_x</name>
<type>float</type>
<value><use>cloudpos11_x</use></value>
</uniform>
<uniform>
<name>cloudpos11_y</name>
<type>float</type>
<value><use>cloudpos11_y</use></value>
</uniform>
<uniform>
<name>cloudpos12_x</name>
<type>float</type>
<value><use>cloudpos12_x</use></value>
</uniform>
<uniform>
<name>cloudpos12_y</name>
<type>float</type>
<value><use>cloudpos12_y</use></value>
</uniform>
<uniform>
<name>cloudpos13_x</name>
<type>float</type>
<value><use>cloudpos13_x</use></value>
</uniform>
<uniform>
<name>cloudpos13_y</name>
<type>float</type>
<value><use>cloudpos13_y</use></value>
</uniform>
<uniform>
<name>cloudpos14_x</name>
<type>float</type>
<value><use>cloudpos14_x</use></value>
</uniform>
<uniform>
<name>cloudpos14_y</name>
<type>float</type>
<value><use>cloudpos14_y</use></value>
</uniform>
<uniform>
<name>cloudpos15_x</name>
<type>float</type>
<value><use>cloudpos15_x</use></value>
</uniform>
<uniform>
<name>cloudpos15_y</name>
<type>float</type>
<value><use>cloudpos15_y</use></value>
</uniform>
<uniform>
<name>cloudpos16_x</name>
<type>float</type>
<value><use>cloudpos16_x</use></value>
</uniform>
<uniform>
<name>cloudpos16_y</name>
<type>float</type>
<value><use>cloudpos16_y</use></value>
</uniform>
<uniform>
<name>cloudpos17_x</name>
<type>float</type>
<value><use>cloudpos17_x</use></value>
</uniform>
<uniform>
<name>cloudpos17_y</name>
<type>float</type>
<value><use>cloudpos17_y</use></value>
</uniform>
<uniform>
<name>cloudpos18_x</name>
<type>float</type>
<value><use>cloudpos18_x</use></value>
</uniform>
<uniform>
<name>cloudpos18_y</name>
<type>float</type>
<value><use>cloudpos18_y</use></value>
</uniform>
<uniform>
<name>cloudpos19_x</name>
<type>float</type>
<value><use>cloudpos19_x</use></value>
</uniform>
<uniform>
<name>cloudpos19_y</name>
<type>float</type>
<value><use>cloudpos19_y</use></value>
</uniform>
<uniform>
<name>cloudpos20_x</name>
<type>float</type>
<value><use>cloudpos20_x</use></value>
</uniform>
<uniform>
<name>cloudpos20_y</name>
<type>float</type>
<value><use>cloudpos20_y</use></value>
</uniform>
<uniform>
<name>cloud_shadow_flag</name>
<type>int</type>
<value><use>cloud_shadow_flag</use></value>
</uniform>
<uniform>
<name>use_searchlight</name>
<type>int</type>
<value><use>use_searchlight</use></value>
</uniform>
<uniform>
<name>use_landing_light</name>
<type>int</type>
<value><use>use_landing_light</use></value>
</uniform>
<uniform>
<name>use_alt_landing_light</name>
<type>int</type>
<value><use>use_alt_landing_light</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>
</pass>
</technique>
</PropertyList>