461 lines
11 KiB
Text
461 lines
11 KiB
Text
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<?xml version='1.0' encoding='UTF-8'?>
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<PropertyList>
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<name>Effects/chute</name>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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<chute_force>1.0</chute_force>
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<chute_projection_z>0.0</chute_projection_z>
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<chute_fold>0.0</chute_fold>
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<chute_bend>0.0</chute_bend>
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<!-- END fog include -->
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</parameters>
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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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<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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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<active>
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<use>blend/active</use>
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</active>
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<source>
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<use>blend/source</use>
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</source>
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<destination>
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<use>blend/destination</use>
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</destination>
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</blend>
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<shade-model>
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<use>shade-model</use>
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</shade-model>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<render-bin>
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<bin-number>10</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
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<texture-unit>
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<!-- The texture unit is always active because the shaders expect
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that. -->
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<unit>0</unit>
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<!-- If there is a texture, the type in the derived effect
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will be "2d". -->
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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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<!--
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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-->
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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/ALS/chute.vert</vertex-shader>
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<fragment-shader>Shaders/ALS/model-base.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/secondary_lights.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>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</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>
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<use>avisibility</use>
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</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>
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<use>lthickness</use>
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</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>
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<use>scattering</use>
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</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>ground_scattering</name>
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<type>float</type>
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<value>
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<use>ground_scattering</use>
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</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>terrain_alt</name>
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<type>float</type>
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<value>
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<use>terrain_alt</use>
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</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>
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<use>overcast</use>
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</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>
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<use>eye_alt</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>air_pollution</name>
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<type>float</type>
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<value>
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<use>air_pollution</use>
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</value>
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</uniform>
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<uniform>
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<name>chute_force</name>
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<type>float</type>
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<value>
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<use>chute_force</use>
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</value>
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</uniform>
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<uniform>
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<name>chute_fold</name>
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<type>float</type>
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<value>
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<use>chute_fold</use>
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</value>
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</uniform>
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<uniform>
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<name>chute_bend</name>
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<type>float</type>
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<value>
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<use>chute_bend</use>
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</value>
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</uniform>
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<uniform>
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<name>chute_projection_z</name>
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<type>float</type>
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<value>
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<use>chute_projection_z</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>view_pitch_offset</name>
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<type>float</type>
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<value>
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<use>view_pitch_offset</use>
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</value>
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</uniform>
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<uniform>
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<name>view_heading_offset</name>
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<type>float</type>
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<value>
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<use>view_heading_offset</use>
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</value>
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</uniform>
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<uniform>
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<name>field_of_view</name>
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<type>float</type>
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<value>
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<use>view_fov</use>
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</value>
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</uniform>
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<uniform>
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<name>landing_light1_offset</name>
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<type>float</type>
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<value>
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<use>landing_light1_offset</use>
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</value>
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</uniform>
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<uniform>
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<name>landing_light2_offset</name>
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<type>float</type>
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<value>
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<use>landing_light2_offset</use>
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</value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value>
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<use>landing_light3_offset</use>
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</value>
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</uniform>
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<uniform>
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<name>geo_light_r</name>
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<type>float</type>
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<value>
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<use>geo_light_r</use>
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</value>
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</uniform>
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<uniform>
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<name>geo_light_g</name>
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<type>float</type>
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<value>
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<use>geo_light_g</use>
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</value>
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</uniform>
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<uniform>
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<name>geo_light_b</name>
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<type>float</type>
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<value>
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<use>geo_light_b</use>
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</value>
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</uniform>
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<uniform>
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<name>geo_light_x</name>
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<type>float</type>
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<value>
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<use>geo_light_x</use>
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</value>
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</uniform>
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<uniform>
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<name>geo_light_y</name>
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<type>float</type>
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<value>
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<use>geo_light_y</use>
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</value>
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</uniform>
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<uniform>
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<name>geo_light_z</name>
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<type>float</type>
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<value>
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<use>geo_light_z</use>
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</value>
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</uniform>
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<uniform>
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<name>geo_light_radius</name>
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<type>float</type>
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<value>
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<use>geo_light_radius</use>
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</value>
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</uniform>
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<uniform>
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<name>geo_ambience</name>
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<type>float</type>
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<value>
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<use>geo_ambience</use>
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</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>colorMode</name>
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<type>int</type>
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<value>
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<use>material/color-mode-uniform</use>
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</value>
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</uniform>
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<uniform>
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<name>use_searchlight</name>
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<type>int</type>
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<value>
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<use>use_searchlight</use>
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</value>
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</uniform>
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<uniform>
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<name>use_landing_light</name>
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<type>int</type>
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<value>
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<use>use_landing_light</use>
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</value>
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</uniform>
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<uniform>
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<name>use_alt_landing_light</name>
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<type>int</type>
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<value>
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<use>use_alt_landing_light</use>
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</value>
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</uniform>
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<uniform>
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<name>use_geo_light</name>
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<type>int</type>
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<value>
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<use>use_geo_light</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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<uniform>
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<name>quality_level</name>
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<type>int</type>
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<value>
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<use>quality_level</use>
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</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>
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<use>tquality_level</use>
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</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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