Add a dummy technique with index 7 to model-combined
This keeps backwards compatibility with aircraft that implement technique 7 from Rembrandt.
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@ -1294,6 +1294,604 @@ please see Docs/README.model-combined.eff for documentation
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</pass>
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</technique>
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<!-- This technique is completely identical to technique 9.
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It's used to keep backwards compatibility with aircraft
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that implement the generate block on technique 7 back when
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Rembrandt used to implement that technique index. -->
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<technique n="7">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/quality-level</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 n="0">
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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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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
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<blend>
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<use>transparent</use>
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</blend>
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<alpha-test>
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<use>transparent</use>
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</alpha-test>
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<render-bin>
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<bin-number>
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<use>render-bin/bin-number</use>
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</bin-number>
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<bin-name>
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<use>render-bin/bin-name</use>
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</bin-name>
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</render-bin>
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<!-- Diffuse texture unit-->
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<texture-unit>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<type>
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<use>texture[0]/type</use>
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</type>
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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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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<!-- Reflection Noise 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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<!-- NormalMap texture unit-->
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<texture-unit>
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<unit>2</unit>
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<image>
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<use>texture[2]/image</use>
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</image>
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<type>
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<use>texture[2]/type</use>
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</type>
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<filter>
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<use>texture[2]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[2]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[2]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[2]/internal-format</use>
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</internal-format>
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</texture-unit>
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<!-- LightMap texture unit-->
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<texture-unit>
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<unit>3</unit>
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<image>
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<use>texture[3]/image</use>
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</image>
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<type>
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<use>texture[3]/type</use>
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</type>
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<filter>
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<use>texture[3]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[3]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[3]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[3]/internal-format</use>
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</internal-format>
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</texture-unit>
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<!-- ReflectMap texture unit-->
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<texture-unit>
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<unit>4</unit>
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<image>
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<use>texture[4]/image</use>
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</image>
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<type>
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<use>texture[4]/type</use>
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</type>
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<filter>
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<use>texture[4]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[4]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[4]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[4]/internal-format</use>
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</internal-format>
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</texture-unit>
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<!-- Reflection CubeMap texture unit-->
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<texture-unit>
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<unit>5</unit>
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<type>
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<use>texture[5]/type</use>
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</type>
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<!-- use this form for a cube cross -->
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<!--<image>
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<use>texture[5]/image</use>
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</image>-->
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<!-- END CubeCross -->
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<!-- use this form for a 6 image cube map -->
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<images>
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<use>texture[5]/images</use>
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</images>
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<!-- END 6 image cube map -->
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</texture-unit>
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<!-- Reflection gradients texture unit-->
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<texture-unit>
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<unit>6</unit>
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<image>
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<use>texture[6]/image</use>
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</image>
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<type>
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<use>texture[6]/type</use>
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</type>
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<filter>
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<use>texture[6]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[6]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[6]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[6]/internal-format</use>
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</internal-format>
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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/ubershader.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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<fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>BaseTex</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>ReflNoiseTex</name>
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<type>sampler-3d</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>NormalTex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>LightMapTex</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>ReflMapTex</name>
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<type>sampler-2d</type>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>Environment</name>
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<type>sampler-cube</type>
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<value type="int">5</value>
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</uniform>
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<uniform>
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<name>ReflGradientsTex</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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<!-- NORMAL MAP -->
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<!-- normalmap is used-->
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<uniform>
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<name>nmap_enabled</name>
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<type>int</type>
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<value>
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<use>normalmap-enabled</use>
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</value>
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</uniform>
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<!-- normalmap is .dds-->
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<uniform>
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<name>nmap_dds</name>
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<type>int</type>
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<value>
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<use>normalmap-dds</use>
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</value>
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</uniform>
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<uniform>
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<name>nmap_tile</name>
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<type>float</type>
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<value>
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<use>normalmap-tiling</use>
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</value>
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</uniform>
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<!-- LIGHTMAP -->
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<!-- lightmap is used -->
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<uniform>
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<name>lightmap_enabled</name>
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<type>int</type>
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<value>
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<use>lightmap-enabled</use>
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</value>
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</uniform>
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<!-- lightmap is multichannel -->
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<uniform>
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<name>lightmap_multi</name>
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<type>int</type>
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<value>
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<use>lightmap-multi</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_r_factor</name>
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<type>float</type>
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<value>
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<use>lightmap-factor[0]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_r_color</name>
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<type>float-vec3</type>
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<value>
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<use>lightmap-color[0]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_g_factor</name>
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<type>float</type>
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<value>
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<use>lightmap-factor[1]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_g_color</name>
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<type>float-vec3</type>
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<value>
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<use>lightmap-color[1]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_b_factor</name>
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<type>float</type>
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<value>
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<use>lightmap-factor[2]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_b_color</name>
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<type>float-vec3</type>
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<value>
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<use>lightmap-color[2]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_a_factor</name>
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<type>float</type>
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<value>
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<use>lightmap-factor[3]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_a_color</name>
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<type>float-vec3</type>
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<value>
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<use>lightmap-color[3]</use>
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</value>
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</uniform>
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<!-- reflection is used -->
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<uniform>
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<name>refl_enabled</name>
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<type>int</type>
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<value>
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<use>reflection-enabled</use>
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</value>
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</uniform>
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<!-- reflection correction -->
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<uniform>
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<name>refl_correction</name>
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<type>float</type>
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<value>
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<use>reflection-correction</use>
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</value>
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</uniform>
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<!-- use a reflection map-->
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<uniform>
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<name>refl_map</name>
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<type>int</type>
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<value>
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<use>reflect-map-enabled</use>
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</value>
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</uniform>
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<!-- reflection is dynamic -->
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<uniform>
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<name>refl_dynamic</name>
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<type>int</type>
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<value>
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<use>reflection-dynamic</use>
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</value>
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</uniform>
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<!-- set the amount of fringing colour 0.0 - 1.0 -->
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<uniform>
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<name>refl_rainbow</name>
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<type>float</type>
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<value>
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<use>reflection-rainbow</use>
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</value>
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</uniform>
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<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
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<uniform>
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<name>refl_fresnel</name>
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<type>float</type>
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<value>
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<use>reflection-fresnel</use>
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</value>
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</uniform>
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<!-- set the amount of noisiness 0.0 - 1.0 -->
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<uniform>
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<name>refl_noise</name>
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<type>float</type>
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<value>
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<use>reflection-noise</use>
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</value>
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</uniform>
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<!-- dirt -->
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<uniform>
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<name>dirt_enabled</name>
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<type>int</type>
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<value>
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<use>dirt-enabled</use>
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</value>
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</uniform>
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<uniform>
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<name>dirt_multi</name>
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<type>int</type>
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<value>
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<use>dirt-multi</use>
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</value>
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</uniform>
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<uniform>
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<name>dirt_r_color</name>
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<type>float-vec3</type>
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<value>
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<use>dirt-color[0]</use>
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</value>
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</uniform>
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<uniform>
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||||
<name>dirt_r_factor</name>
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<type>float</type>
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<value>
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<use>dirt-factor[0]</use>
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</value>
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||||
</uniform>
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||||
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||||
<uniform>
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<name>dirt_g_color</name>
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||||
<type>float-vec3</type>
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<value>
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<use>dirt-color[1]</use>
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</value>
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</uniform>
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<uniform>
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<name>dirt_g_factor</name>
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||||
<type>float</type>
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||||
<value>
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||||
<use>dirt-factor[1]</use>
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||||
</value>
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</uniform>
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<uniform>
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<name>dirt_b_color</name>
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<type>float-vec3</type>
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<value>
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<use>dirt-color[2]</use>
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</value>
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</uniform>
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<uniform>
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||||
<name>dirt_b_factor</name>
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||||
<type>float</type>
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||||
<value>
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||||
<use>dirt-factor[2]</use>
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||||
</value>
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||||
</uniform>
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||||
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||||
<!-- set the amount of ambient light correction 0.0 - 1.0 -->
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||||
<uniform>
|
||||
<name>amb_correction</name>
|
||||
<type>float</type>
|
||||
<value>
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||||
<use>ambient-correction</use>
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||||
</value>
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||||
</uniform>
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||||
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||||
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||||
<uniform>
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||||
<name>lonDeg</name>
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||||
<type>float</type>
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||||
<value>
|
||||
<use>pos-lon</use>
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||||
</value>
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||||
</uniform>
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||||
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||||
<uniform>
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||||
<name>latDeg</name>
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||||
<type>float</type>
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||||
<value>
|
||||
<use>pos-lat</use>
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||||
</value>
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||||
</uniform>
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||||
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||||
<!-- BEGIN fog include -->
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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>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>avisibility</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>avisibility</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>hazeLayerAltitude</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>lthickness</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>scattering</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>scattering</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>terminator</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>terminator</use>
|
||||
</value>
|
||||
</uniform>-->
|
||||
<uniform>
|
||||
<name>fogType</name>
|
||||
<type>int</type>
|
||||
<value>
|
||||
<use>fogtype</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<!-- END fog include -->
|
||||
<!-- BEGIN shadows include -->
|
||||
<uniform>
|
||||
<name>shadow_tex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">10</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>shadows_enabled</name>
|
||||
<type>bool</type>
|
||||
<value>
|
||||
<use>shadows_enabled</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>sun_atlas_size</name>
|
||||
<type>int</type>
|
||||
<value>
|
||||
<use>sun_atlas_size</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<!-- END shadows include -->
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
<!-- Default rendering -->
|
||||
<technique n="9">
|
||||
<predicate>
|
||||
|
|
Loading…
Reference in a new issue