diff --git a/Docs/model-combined.eff/README.model-combined.eff b/Docs/model-combined.eff/README.model-combined.eff
index 679a2ac06..4d6790943 100644
--- a/Docs/model-combined.eff/README.model-combined.eff
+++ b/Docs/model-combined.eff/README.model-combined.eff
@@ -1,392 +1,392 @@
-MODEL COMBINED EFFECT - INSTRUCTIONS FOR USE
-============================================
-
-The model-combined effect uses the ubershader to provide any or all of diffuse,
-light-map, reflection, bump-mapping and dirt effects on the model on which it is
-applied. The effect responds to the quality setting of the "Model" slider in the
-advanced shader configuration, in the following order:
-
--------------------------------------------------------------------------------
-*lowest quality - enables light-map and dirt, if enabled by the effect;
-
-*medium quality - enables reflection too, if enabled in the effect;
-
-*highest quality - enables bump-mapping too, if enabled in the effect.
--------------------------------------------------------------------------------
-
-To use this on your aircraft model, you are advised to create a local effect
-that has the following lines:
-
-
-1. for automatic Rembrandt support on opaque objects use this:
-
- my-aircraft-effect
- Effects/model-combined-deferred
-
-
-2. for automatic Rembrandt support on transparent objects (glass) use this:
-
- my-aircraft-glass-effect
- Effects/model-combined-transparent
-
-The only modeller-adjustable settings are those found in the parameters section
-and listed here. There are other entries in the parameters section, but those
-are for internal use only, please don't mess with them.
-
-You only need to list in your local effect those entries that you'll modify from
-the defaults, there's no need to repeat all of them.
-
-Following is the list of parameters, their default setting and a short
-explanation of what they control/affect
-
---------------------------------------------------------------------------------
-
-
-
- - the model texture, as assigned in the 3d-modelling
- application, or by the livery select mechanism.
- This only needs to be present in the main effect.
- Setting this to some specific texture will override
- the assigned texture/livery.
-
-
-Bumpmap control:
-===================
-
--------------------------------------------------------------------------------
-WARNING!!! Enabling this requires further modification to the local effect.
-Please see the attached model-combined-nmap.eff stub for correct usage.
--------------------------------------------------------------------------------
-
-0
-
- - enables bump-mapping (if quality is set high enough).
- Default value is off.
- Available values are 0 (off) and 1(on).
- Leave off if you're not using it.
-
-
- 0
-
- - enable this if you're using a .dds compressed normal-map.
- Default value is 0 (off).
- Available values are 0 (off) and 1(on)
-
-
- 1.0
-
- - sets the repeat rate of the normal-map image, useful for covering
- large areas with fine detail.
- Default value is 1.0 (no-tiling).
- If you set this to a value > 1.0, you need
- to set wrapping mode to repeat below.
-
-
-
- - the normal-map texture slot
-
-
-
-
- - the normal-map texture path
-
-
- clamp
-
- - X-axis (U) wrapping mode of the texture.
- Default is set to clamp.
- If you enable the tiling feature (normalmap-tiling > 1.0), you need
- to set this to repeat.
-
- clamp
-
- - same as above for the Y-axis (V).
-
-
-
--------------------------------------------------------------------------------
-
-Lightmap control:
-===================
-
-
-0
-
- - enables the light-map.
- Default value is 0 (off).
- Available values are 0 (off) and 1(on).
- If you want control over your light-maps enable this
- and use a variable property as factor.
-
-
-0
-
- - this enables multiple light-maps per light-map texture.
- Default value is 0 (off).
- Available values are 0 (off) and 1(on).
- When off the shader code uses information from
- the red channel of the light-map.
-
-
-1.0
-
- - factor to multiply the value of the red channel in the light-map.
- Default value is 1.0.
- This product is used as a resulting factor for
- the final light-map color.
-
-
- 1.0 1.0 1.0
-
- - the color of the light for the red channel in the light-map.
- Default value is white (1.0 1.0 1.0).
-
-
-1.0
-
- - same as above for the green channel.
-
-
- 1.0 1.0 1.0
-
- - same as above for the green channel.
-
-
-1.0
-
- - same as above for the blue channel.
-
-
- 1.0 1.0 1.0
-
- - same as above for the blue channel.
-
-
-1.0
-
- - same as above for the alpha channel.
-
-
- 1.0 1.0 1.0
-
- - same as above for the alpha channel.
-
-
-
-
- - the light-map texture slot.
-
-
- Aircraft/Generic/Effects/greymap.png
-
- - the light-map texture path.
-
-
- linear-mipmap-linear
- clamp
- clamp
- normalized
-
-
--------------------------------------------------------------------------------
-
-Reflection control:
-===================
-.
-
-0
-
- - enables reflection (if user preference is high enough).
- Default value is 0 (off).
- Available values are 0 (off) and 1(on).
-
-
-0.0
-
- - factor to add to the material specularity to give
- the final reflection factor.
- Default value is 0.0 (no correction).
- Accepts values from -1.0 to 1.0.
- If reflection-map is enabled below, this factor is added to the product
- between the alpha channel of the texture and the material specularity.
-
-
-0
-
- - enables the usage of a texture to determine reflection intensity.
- Default value is 0 (off).
- Available values are 0 (off) and 1(on).
-
-
-0
-
- - enables dynamic reflections.
- Default value is 0 (off).
- Available values are 0 (off) and 1(on).
- The reflection gets rotated according to the object orientation,
- trying to keep the ground in the reflection on faces facing the ground.
- Recommended setting for external reflections is 1 (on).
- For internal (cockpit, instruments) leave it at 0 (off).
-
-
-
-
-
- - texture slot for the reflect-map. This map is also used for the dynamic dirt.
-
-
- Aircraft/Generic/Effects/ReflectMaps/reflectmap.png
-
- - reflect-map texture path.
-
-
- linear-mipmap-linear
- clamp
- clamp
- normalized
-
-
-
-Reflection env-map:
--------------------
-
-
-
- - texture slot for the texture(s) used to create
- the cubic environment that is reflected
-
-
- cubemap
-
- There are two ways of defining the environment texture:
- 1: a cubecross texture where all faces of the cube are stitched into one texture:
-
- Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg
-
- or
-
- 2: 6 different textures, one for each face of the environment cube:
-
-
- Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png
- Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png
- Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png
- Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png
- Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png
- Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png
-
-
-
-
-0.1
-
- - fresnel(banding) factor for the reflection.
- Default value is 0.1.
- Values range from -1.0 to 1.0.
-
-
-
-
- - fresnel texture slot
-
- Aircraft/Generic/Effects/FresnelLookUp.png
-
- - fresnel(banding) texture path
-
-
- linear-mipmap-linear
- repeat
- repeat
- normalized
-
-
-
-0.01
-
- - rainbow factor for the reflection.
- Default value is 0.01.
- Values range from -1.0 to 1.0.
-
-
-
-
- - rainbow texture slot.
-
-
- Aircraft/Generic/Effects/Rainbow.png
-
- - rainbow texture path.
-
-
- linear-mipmap-linear
- repeat
- repeat
- normalized
-
-
-
-0.25
-
- - Amount of color noise to be added to the reflected image.
- Default value is 0.25.
- Accepts values from 0.0 to 1.0.
-
--------------------------------------------------------------------------------
-
-Dirt/Grit Control:
-==================
-
-0
-
- - enables dynamic dirt in the shader.
- Default value is 0(off).
- Available values are 0 (off) and 1(on).
- This uses the red channel of the texture in slot 4 (reflection map)
- to define areas that should be dirtied up.
- You don't have to enable 'reflect-map-enabled' above to use this.
-
-
-0.0 0.0 0.0
-
- - color of the dirt added. Default is black (0.0 0.0 0.0).
-
-
-0.0
-
- - factor to control how intense the dirt is drawn.
- Default value is 0.0.
- This should use a dynamic property settable at runtime.
-
--------------------------------------------------------------------------------
-
-Ambient Correction:
-===================
-
-0.05
-
- - factor by which to lighten/darken the final result, and to remove
- some of the blueness induced by some of the reflection environments.
- Default value is 0.05.
- Values range from -1.0 to 1.0.
-
--------------------------------------------------------------------------------
-
-
-FINAL WARNINGS:
-=====================
-
-To repeat the earlier warning:
-
- Do NOT use in any situation the normal-map enabled effect on objects that
- are NOT completely uv-mapped to a texture, and/or that texture is not available
- at runtime.
- The binormal/tangent generator needs the texture information at runtime,
- failing to find this it crashes, causing a segfault for FlightGear.
-
-To fix culling/sorting problems:
-
- This effect forces objects into Render-Bin 1.
- This makes it necessary to use a specially modified local effect
- for transparent objects.
- This is provided as a stub in model-combined-glass.eff that you can find in
+MODEL COMBINED EFFECT - INSTRUCTIONS FOR USE
+============================================
+
+The model-combined effect uses the ubershader to provide any or all of diffuse,
+light-map, reflection, bump-mapping and dirt effects on the model on which it is
+applied. The effect responds to the quality setting of the "Model" slider in the
+advanced shader configuration, in the following order:
+
+-------------------------------------------------------------------------------
+*lowest quality - enables light-map and dirt, if enabled by the effect;
+
+*medium quality - enables reflection too, if enabled in the effect;
+
+*highest quality - enables bump-mapping too, if enabled in the effect.
+-------------------------------------------------------------------------------
+
+To use this on your aircraft model, you are advised to create a local effect
+that has the following lines:
+
+
+1. for automatic Rembrandt support on opaque objects use this:
+
+ my-aircraft-effect
+ Effects/model-combined-deferred
+
+
+2. for automatic Rembrandt support on transparent objects (glass) use this:
+
+ my-aircraft-glass-effect
+ Effects/model-combined-transparent
+
+The only modeller-adjustable settings are those found in the parameters section
+and listed here. There are other entries in the parameters section, but those
+are for internal use only, please don't mess with them.
+
+You only need to list in your local effect those entries that you'll modify from
+the defaults, there's no need to repeat all of them.
+
+Following is the list of parameters, their default setting and a short
+explanation of what they control/affect
+
+--------------------------------------------------------------------------------
+
+
+
+ - the model texture, as assigned in the 3d-modelling
+ application, or by the livery select mechanism.
+ This only needs to be present in the main effect.
+ Setting this to some specific texture will override
+ the assigned texture/livery.
+
+
+Bumpmap control:
+===================
+
+-------------------------------------------------------------------------------
+WARNING!!! Enabling this requires further modification to the local effect.
+Please see the attached model-combined-nmap.eff stub for correct usage.
+-------------------------------------------------------------------------------
+
+0
+
+ - enables bump-mapping (if quality is set high enough).
+ Default value is off.
+ Available values are 0 (off) and 1(on).
+ Leave off if you're not using it.
+
+
+ 0
+
+ - enable this if you're using a .dds compressed normal-map.
+ Default value is 0 (off).
+ Available values are 0 (off) and 1(on)
+
+
+ 1.0
+
+ - sets the repeat rate of the normal-map image, useful for covering
+ large areas with fine detail.
+ Default value is 1.0 (no-tiling).
+ If you set this to a value > 1.0, you need
+ to set wrapping mode to repeat below.
+
+
+
+ - the normal-map texture slot
+
+
+
+
+ - the normal-map texture path
+
+
+ clamp
+
+ - X-axis (U) wrapping mode of the texture.
+ Default is set to clamp.
+ If you enable the tiling feature (normalmap-tiling > 1.0), you need
+ to set this to repeat.
+
+ clamp
+
+ - same as above for the Y-axis (V).
+
+
+
+-------------------------------------------------------------------------------
+
+Lightmap control:
+===================
+
+
+0
+
+ - enables the light-map.
+ Default value is 0 (off).
+ Available values are 0 (off) and 1(on).
+ If you want control over your light-maps enable this
+ and use a variable property as factor.
+
+
+0
+
+ - this enables multiple light-maps per light-map texture.
+ Default value is 0 (off).
+ Available values are 0 (off) and 1(on).
+ When off the shader code uses information from
+ the red channel of the light-map.
+
+
+1.0
+
+ - factor to multiply the value of the red channel in the light-map.
+ Default value is 1.0.
+ This product is used as a resulting factor for
+ the final light-map color.
+
+
+ 1.0 1.0 1.0
+
+ - the color of the light for the red channel in the light-map.
+ Default value is white (1.0 1.0 1.0).
+
+
+1.0
+
+ - same as above for the green channel.
+
+
+ 1.0 1.0 1.0
+
+ - same as above for the green channel.
+
+
+1.0
+
+ - same as above for the blue channel.
+
+
+ 1.0 1.0 1.0
+
+ - same as above for the blue channel.
+
+
+1.0
+
+ - same as above for the alpha channel.
+
+
+ 1.0 1.0 1.0
+
+ - same as above for the alpha channel.
+
+
+
+
+ - the light-map texture slot.
+
+
+ Aircraft/Generic/Effects/greymap.png
+
+ - the light-map texture path.
+
+
+ linear-mipmap-linear
+ clamp
+ clamp
+ normalized
+
+
+-------------------------------------------------------------------------------
+
+Reflection control:
+===================
+.
+
+0
+
+ - enables reflection (if user preference is high enough).
+ Default value is 0 (off).
+ Available values are 0 (off) and 1(on).
+
+
+0.0
+
+ - factor to add to the material specularity to give
+ the final reflection factor.
+ Default value is 0.0 (no correction).
+ Accepts values from -1.0 to 1.0.
+ If reflection-map is enabled below, this factor is added to the product
+ between the alpha channel of the texture and the material specularity.
+
+
+0
+
+ - enables the usage of a texture to determine reflection intensity.
+ Default value is 0 (off).
+ Available values are 0 (off) and 1(on).
+
+
+0
+
+ - enables dynamic reflections.
+ Default value is 0 (off).
+ Available values are 0 (off) and 1(on).
+ The reflection gets rotated according to the object orientation,
+ trying to keep the ground in the reflection on faces facing the ground.
+ Recommended setting for external reflections is 1 (on).
+ For internal (cockpit, instruments) leave it at 0 (off).
+
+
+
+
+
+ - texture slot for the reflect-map. This map is also used for the dynamic dirt.
+
+
+ Aircraft/Generic/Effects/ReflectMaps/reflectmap.png
+
+ - reflect-map texture path.
+
+
+ linear-mipmap-linear
+ clamp
+ clamp
+ normalized
+
+
+
+Reflection env-map:
+-------------------
+
+
+
+ - texture slot for the texture(s) used to create
+ the cubic environment that is reflected
+
+
+ cubemap
+
+ There are two ways of defining the environment texture:
+ 1: a cubecross texture where all faces of the cube are stitched into one texture:
+
+ Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg
+
+ or
+
+ 2: 6 different textures, one for each face of the environment cube:
+
+
+ Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png
+ Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png
+ Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png
+ Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png
+ Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png
+ Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png
+
+
+
+
+0.1
+
+ - fresnel(banding) factor for the reflection.
+ Default value is 0.1.
+ Values range from -1.0 to 1.0.
+
+
+
+
+ - fresnel texture slot
+
+ Aircraft/Generic/Effects/FresnelLookUp.png
+
+ - fresnel(banding) texture path
+
+
+ linear-mipmap-linear
+ repeat
+ repeat
+ normalized
+
+
+
+0.01
+
+ - rainbow factor for the reflection.
+ Default value is 0.01.
+ Values range from -1.0 to 1.0.
+
+
+
+
+ - rainbow texture slot.
+
+
+ Aircraft/Generic/Effects/Rainbow.png
+
+ - rainbow texture path.
+
+
+ linear-mipmap-linear
+ repeat
+ repeat
+ normalized
+
+
+
+0.25
+
+ - Amount of color noise to be added to the reflected image.
+ Default value is 0.25.
+ Accepts values from 0.0 to 1.0.
+
+-------------------------------------------------------------------------------
+
+Dirt/Grit Control:
+==================
+
+0
+
+ - enables dynamic dirt in the shader.
+ Default value is 0(off).
+ Available values are 0 (off) and 1(on).
+ This uses the red channel of the texture in slot 4 (reflection map)
+ to define areas that should be dirtied up.
+ You don't have to enable 'reflect-map-enabled' above to use this.
+
+
+0.0 0.0 0.0
+
+ - color of the dirt added. Default is black (0.0 0.0 0.0).
+
+
+0.0
+
+ - factor to control how intense the dirt is drawn.
+ Default value is 0.0.
+ This should use a dynamic property settable at runtime.
+
+-------------------------------------------------------------------------------
+
+Ambient Correction:
+===================
+
+0.05
+
+ - factor by which to lighten/darken the final result, and to remove
+ some of the blueness induced by some of the reflection environments.
+ Default value is 0.05.
+ Values range from -1.0 to 1.0.
+
+-------------------------------------------------------------------------------
+
+
+FINAL WARNINGS:
+=====================
+
+To repeat the earlier warning:
+
+ Do NOT use in any situation the normal-map enabled effect on objects that
+ are NOT completely uv-mapped to a texture, and/or that texture is not available
+ at runtime.
+ The binormal/tangent generator needs the texture information at runtime,
+ failing to find this it crashes, causing a segfault for FlightGear.
+
+To fix culling/sorting problems:
+
+ This effect forces objects into Render-Bin 1.
+ This makes it necessary to use a specially modified local effect
+ for transparent objects.
+ This is provided as a stub in model-combined-glass.eff that you can find in
the same directory along with this ReadMe.
\ No newline at end of file