Simplify building.eff, fix lack of orthoTexCoord
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bde07c8862
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1 changed files with 151 additions and 380 deletions
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/building</name>
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<inherits-from>Effects/model-combined-deferred</inherits-from>
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<inherits-from>Effects/model-combined</inherits-from>
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<parameters>
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<texture n="0">
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<type>2d</type>
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@ -38,12 +38,7 @@
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<use>/sim/time/sun-angle-rad</use>
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</lightmap-factor>
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<lightmap-color type="vec3d" n="0"> 0.3 0.3 0.3 </lightmap-color>
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<!--<lightmap-factor type="float" n="1">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="2">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="3">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>-->
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<!-- Reflection -->
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<reflection-enabled type="int"> 1 </reflection-enabled>
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<reflect-map-enabled type="int"> 1 </reflect-map-enabled>
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@ -73,9 +68,6 @@
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<snow-enabled>1</snow-enabled>
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<!--Ambient correction -->
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<ambient-correction type="float"> 0.0 </ambient-correction>
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<dirt-enabled type="int"> 0 </dirt-enabled>
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<dirt-color type="vec3d"> 0.0 0.0 0.0 </dirt-color>
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<dirt-factor type="float"> 0.0 </dirt-factor>
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<material>
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<active>true</active>
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<color-mode-uniform>1</color-mode-uniform>
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@ -96,48 +88,11 @@
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</blend>
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<shade-model>flat</shade-model>
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<cull-face>back</cull-face>
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<rendering-hint>opaque</rendering-hint>
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<!-- fog include for atmospheric scattering-->
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<visibility><use>/environment/ground-visibility-m</use></visibility>
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<avisibility><use>/environment/visibility-m</use></avisibility>
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<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
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<scattering><use>/rendering/scene/scattering</use></scattering>
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<ground_scattering><use>/environment/surface/scattering</use></ground_scattering>
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
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<overcast><use>/rendering/scene/overcast</use></overcast>
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<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
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<snow_level><use>/environment/snow-level-m</use></snow_level>
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<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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<fogstructure><use>/environment/fog-structure</use></fogstructure>
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<delta_T><use>/environment/surface/delta-T-structure</use></delta_T>
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<!-- END fog include -->
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<building-flag type="int">1</building-flag>
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</parameters>
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<technique n="4">
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<technique n="4">
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<!-- Atmospheric scattering technique with model shader-->
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<property>/sim/rendering/shaders/model</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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<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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<texture-unit n="4">
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<unit>4</unit>
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@ -184,33 +139,9 @@
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<technique n="5">
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<!-- Base Atmospheric scattering technique -->
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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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<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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<program>
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<vertex-shader>Shaders/building-ALS.vert</vertex-shader>
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<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
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<fragment-shader>Shaders/terrain-ALS-base.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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<vertex-shader n="0">Shaders/building-ALS.vert</vertex-shader>
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<attribute>
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<name>instancePosition</name>
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<index>10</index>
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@ -233,17 +164,8 @@
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<technique n="11">
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<pass>
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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 n="0">
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<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>
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<vertex-shader n="2">Shaders/shadows-include.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<!--fog include-->
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<fragment-shader n="1">Shaders/default.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>instancePosition</name>
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<index>10</index>
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@ -264,155 +186,4 @@
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</pass>
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</technique>
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<technique n="12">
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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>off</color-mode>
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</material>
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<render-bin>
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<bin-number>2</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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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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<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 n="0">
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<vertex-shader n="0">Shaders/building-default.vert</vertex-shader>
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<vertex-shader n="1">Shaders/shadows-include.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<!--fog include-->
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<fragment-shader n="1">Shaders/default.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<name>instancePosition</name>
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<index>10</index>
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</attribute>
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<attribute>
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<name>instanceScale</name>
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<index>11</index>
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</attribute>
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<attribute>
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<name>attrib1</name>
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<index>12</index>
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</attribute>
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<attribute>
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<name>attrib2</name>
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<index>13</index>
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</attribute>
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</program>
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<uniform>
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<name>fogType</name>
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<type>int</type>
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<value>
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<use>fogtype</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>dataBuffer</name>
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<type>sampler-1d</type>
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<value type="int">1</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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<!-- BEGIN shadows include -->
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<uniform>
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<name>shadow_tex</name>
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<type>sampler-2d</type>
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<value type="int">10</value>
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</uniform>
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<uniform>
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<name>shadows_enabled</name>
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<type>bool</type>
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<value>
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<use>shadows_enabled</use>
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</value>
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</uniform>
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<uniform>
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<name>sun_atlas_size</name>
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<type>int</type>
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<value>
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<use>sun_atlas_size</use>
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</value>
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</uniform>
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<!-- END shadows include -->
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</pass>
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</technique>
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</PropertyList>
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