2012-11-20 13:11:21 +00:00
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/airfield</name>
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<inherits-from>Effects/terrain-default</inherits-from>
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<parameters>
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<texture n="13">
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<image>Textures.high/Terrain/airport_grass2.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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</parameters>
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2013-01-21 11:57:18 +00:00
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<technique n="2">
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2012-11-20 13:11:21 +00:00
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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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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<float-property>/sim/rendering/shaders/transition</float-property>
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</less-equal>
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</or>
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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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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number>-1</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<program>
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<vertex-shader>Shaders/trivial.vert</vertex-shader>
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<fragment-shader>Shaders/trivial.frag</fragment-shader>
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</program>
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<uniform>
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<name>ylimit</name>
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<type>float</type>
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<value> <use>ylimit</use></value>
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</uniform>
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<uniform>
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<name>zlimit1</name>
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<type>float</type>
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<value> <use>zlimit1</use></value>
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</uniform>
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<uniform>
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<name>zlimit2</name>
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<type>float</type>
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<value> <use>zlimit2</use></value>
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</uniform>
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<color-mask type="vec4d">0 0 0 0</color-mask>
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</pass>
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<pass>
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<lighting>true</lighting>
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<material>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<blend><use>transparent</use></blend>
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<alpha-test><use>transparent</use></alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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<render-bin>
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<bin-number><use>render-bin/bin-number</use></bin-number>
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<bin-name><use>render-bin/bin-name</use></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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<image><use>texture[13]/image</use></image>
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<filter><use>texture[13]/filter</use></filter>
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<wrap-s><use>texture[13]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[13]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[13]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<type>noise</type>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<image><use>texture[10]/image</use></image>
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<filter><use>texture[10]/filter</use></filter>
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<wrap-s><use>texture[10]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[10]/wrap-t</use></wrap-t>
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<internal-format>
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<use>texture[10]/internal-format</use>
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</internal-format>
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</texture-unit>
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<program>
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2013-04-22 07:41:44 +00:00
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<vertex-shader>Shaders/terrain-haze-ultra.vert</vertex-shader>
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2012-11-20 13:11:21 +00:00
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<fragment-shader>Shaders/airfield.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value><use>visibility</use></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><use>avisibility</use></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><use>lthickness</use></value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value><use>scattering</use></value>
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</uniform>
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<uniform>
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<name>ground_scattering</name>
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<type>float</type>
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<value><use>ground_scattering</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>terrain_alt</name>
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<type>float</type>
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<value><use>terrain_alt</use></value>
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</uniform>
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<uniform>
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<name>overcast</name>
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<type>float</type>
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<value><use>overcast</use></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><use>eye_alt</use></value>
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</uniform>
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<uniform>
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2012-12-12 13:03:55 +00:00
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<name>snowlevel</name>
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<type>float</type>
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<value> <use>snow_level</use></value>
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</uniform>
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<uniform>
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<name>snow_thickness_factor</name>
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<type>float</type>
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<value><use>snow_thickness_factor</use></value>
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2012-11-20 13:11:21 +00:00
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</uniform>
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<uniform>
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<name>dust_cover_factor</name>
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<type>float</type>
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<value> <use>dust_cover_factor</use></value>
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</uniform>
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<uniform>
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<name>wetness</name>
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<type>float</type>
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<value> <use>wetness</use></value>
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</uniform>
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<uniform>
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<name>fogstructure</name>
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<type>float</type>
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<value> <use>fogstructure</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>quality_level</name>
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<type>int</type>
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<value> <use>quality_level</use></value>
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</uniform>
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<uniform>
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<name>tquality_level</name>
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<type>int</type>
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<value> <use>tquality_level</use></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>snow_texture</name>
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<type>sampler-2d</type>
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<value type="int">6</value>
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</uniform>
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<uniform>
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<name>colorMode</name>
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<type>int</type>
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<value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
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</uniform>
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<depth>
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<function>lequal</function>
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<write-mask type="bool">false</write-mask>
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</depth>
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</pass>
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</technique>
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</PropertyList>
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