<?xml version='1.0' encoding='UTF-8'?> <!-- World Scenery 3.0 Effect --> <PropertyList> <name>Effects/ws30</name> <parameters> <material> <ambient type="vec4d"> 0.2 .2 0.2 1.0 </ambient> <diffuse type="vec4d"> .8 .8 .8 1.0 </diffuse> <specular type="vec4d"> 0.0 0.0 0.0 1.0 </specular> <emissive type="vec4d"> 0.0 0.0 0.0 1.0 </emissive> <shininess>1.2</shininess> </material> <texture n="6"> <image>Textures/perlin.png</image> <type>2d</type> <filter>nearest</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n="7"> <image>Textures/Globe/ocean_depth_1.png</image> <type>2d</type> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n="8"> <image>Textures/Terrain/sand6.png</image> <type>2d</type> <filter>nearest</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n="10"> <image>Textures/Terrain/snow3.png</image> <type>2d</type> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n="11"> <image>Textures/Terrain/void.png</image> <type>2d</type> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n="12"> <image>Textures/Terrain/void.png</image> <type>2d</type> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n="13"> <image>Textures/Terrain/rock_alt.png</image> <type>2d</type> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n="14"> <image>Textures/Terrain/grain_texture.png</image> <type>2d</type> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n="15"> <image>Textures/Terrain/void.png</image> <type>2d</type> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <transparent>false</transparent> <render-bin> <bin-number>0</bin-number> <bin-name>RenderBin</bin-name> </render-bin> <material-id>0</material-id> <raise_vertex type="bool">false</raise_vertex> <visibility><use>/environment/ground-visibility-m</use></visibility> <avisibility><use>/environment/visibility-m</use></avisibility> <lthickness><use>/environment/ground-haze-thickness-m</use></lthickness> <scattering><use>/rendering/scene/scattering</use></scattering> <ground_scattering><use>/environment/surface/scattering</use></ground_scattering> <terminator><use>/environment/terminator-relative-position-m</use></terminator> <terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt> <overcast><use>/rendering/scene/overcast</use></overcast> <eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt> <snow_level><use>/environment/snow-level-m</use></snow_level> <snow_thickness_factor><use>/environment/surface/snow-thickness-factor</use></snow_thickness_factor> <dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor> <lichen_cover_factor><use>/environment/surface/lichen-cover-factor</use></lichen_cover_factor> <wetness><use>/environment/surface/wetness</use></wetness> <fogtype><use>/sim/rendering/shaders/skydome</use></fogtype> <fogstructure><use>/environment/fog-structure</use></fogstructure> <cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading> <moonlight><use>/environment/moonlight</use></moonlight> <season><use>/environment/season</use></season> <air_pollution><use>/environment/air-pollution-norm</use></air_pollution> <delta_T><use>/environment/surface/delta-T-soil</use></delta_T> <wind_effects><use>/sim/rendering/shaders/wind-effects</use></wind_effects> <windE><use>/environment/sea/surface/wind-from-east-fps</use></windE> <windN><use>/environment/sea/surface/wind-from-north-fps</use></windN> <WaveFreq><use>/environment/wave/freq</use></WaveFreq> <WaveAmp><use>/environment/wave/amp</use></WaveAmp> <WaveSharp><use>/environment/wave/sharp</use></WaveSharp> <WaveAngle><use>/environment/wave/angle</use></WaveAngle> <WaveFactor><use>/environment/wave/factor</use></WaveFactor> <sea_r><use>/environment/sea/color_r</use></sea_r> <sea_g><use>/environment/sea/color_g</use></sea_g> <sea_b><use>/environment/sea/color_b</use></sea_b> <saturation><use>/rendering/scene/saturation</use></saturation> <display_xsize><use>/sim/startup/xsize</use></display_xsize> <display_ysize><use>/sim/startup/ysize</use></display_ysize> <!-- <tile_width><use>/sim/rendering/texture-factor</use></tile_width> --> <view_pitch_offset><use>/sim/current-view/pitch-offset-deg</use></view_pitch_offset> <view_heading_offset><use>/sim/current-view/heading-offset-deg</use></view_heading_offset> <view_fov><use>/sim/current-view/field-of-view</use></view_fov> <use_searchlight><use>/sim/rendering/als-secondary-lights/use-searchlight</use></use_searchlight> <use_landing_light><use>/sim/rendering/als-secondary-lights/use-landing-light</use></use_landing_light> <use_alt_landing_light><use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use></use_alt_landing_light> <landing_light1_offset><use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use></landing_light1_offset> <landing_light2_offset><use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use></landing_light2_offset> <landing_light3_offset><use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use></landing_light3_offset> <quality_level><use>/sim/rendering/shaders/landmass</use></quality_level> <tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level> <use_filtering><use>/sim/rendering/als-filters/use-filtering</use></use_filtering> <gamma><use>/sim/rendering/als-filters/gamma</use></gamma> <brightness><use>/sim/rendering/als-filters/brightness</use></brightness> <fact_grey><use>/sim/rendering/als-filters/grey-factor</use></fact_grey> <fact_black><use>/sim/rendering/als-filters/black-factor</use></fact_black> <use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision> <use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision> <cloudpos1_x><use>/local-weather/cloud-shadows/cloudpos-x[0]</use></cloudpos1_x> <cloudpos1_y><use>/local-weather/cloud-shadows/cloudpos-y[0]</use></cloudpos1_y> <cloudpos2_x><use>/local-weather/cloud-shadows/cloudpos-x[1]</use></cloudpos2_x> <cloudpos2_y><use>/local-weather/cloud-shadows/cloudpos-y[1]</use></cloudpos2_y> <cloudpos3_x><use>/local-weather/cloud-shadows/cloudpos-x[2]</use></cloudpos3_x> <cloudpos3_y><use>/local-weather/cloud-shadows/cloudpos-y[2]</use></cloudpos3_y> <cloudpos4_x><use>/local-weather/cloud-shadows/cloudpos-x[3]</use></cloudpos4_x> <cloudpos4_y><use>/local-weather/cloud-shadows/cloudpos-y[3]</use></cloudpos4_y> <cloudpos5_x><use>/local-weather/cloud-shadows/cloudpos-x[4]</use></cloudpos5_x> <cloudpos5_y><use>/local-weather/cloud-shadows/cloudpos-y[4]</use></cloudpos5_y> <cloudpos6_x><use>/local-weather/cloud-shadows/cloudpos-x[5]</use></cloudpos6_x> <cloudpos6_y><use>/local-weather/cloud-shadows/cloudpos-y[5]</use></cloudpos6_y> <cloudpos7_x><use>/local-weather/cloud-shadows/cloudpos-x[6]</use></cloudpos7_x> <cloudpos7_y><use>/local-weather/cloud-shadows/cloudpos-y[6]</use></cloudpos7_y> <cloudpos8_x><use>/local-weather/cloud-shadows/cloudpos-x[7]</use></cloudpos8_x> <cloudpos8_y><use>/local-weather/cloud-shadows/cloudpos-y[7]</use></cloudpos8_y> <cloudpos9_x><use>/local-weather/cloud-shadows/cloudpos-x[8]</use></cloudpos9_x> <cloudpos9_y><use>/local-weather/cloud-shadows/cloudpos-y[8]</use></cloudpos9_y> <cloudpos10_x><use>/local-weather/cloud-shadows/cloudpos-x[9]</use></cloudpos10_x> <cloudpos10_y><use>/local-weather/cloud-shadows/cloudpos-y[9]</use></cloudpos10_y> <cloudpos11_x><use>/local-weather/cloud-shadows/cloudpos-x[10]</use></cloudpos11_x> <cloudpos11_y><use>/local-weather/cloud-shadows/cloudpos-y[10]</use></cloudpos11_y> <cloudpos12_x><use>/local-weather/cloud-shadows/cloudpos-x[11]</use></cloudpos12_x> <cloudpos12_y><use>/local-weather/cloud-shadows/cloudpos-y[11]</use></cloudpos12_y> <cloudpos13_x><use>/local-weather/cloud-shadows/cloudpos-x[12]</use></cloudpos13_x> <cloudpos13_y><use>/local-weather/cloud-shadows/cloudpos-y[12]</use></cloudpos13_y> <cloudpos14_x><use>/local-weather/cloud-shadows/cloudpos-x[13]</use></cloudpos14_x> <cloudpos14_y><use>/local-weather/cloud-shadows/cloudpos-y[13]</use></cloudpos14_y> <cloudpos15_x><use>/local-weather/cloud-shadows/cloudpos-x[14]</use></cloudpos15_x> <cloudpos15_y><use>/local-weather/cloud-shadows/cloudpos-y[14]</use></cloudpos15_y> <cloudpos16_x><use>/local-weather/cloud-shadows/cloudpos-x[15]</use></cloudpos16_x> <cloudpos16_y><use>/local-weather/cloud-shadows/cloudpos-y[15]</use></cloudpos16_y> <cloudpos17_x><use>/local-weather/cloud-shadows/cloudpos-x[16]</use></cloudpos17_x> <cloudpos17_y><use>/local-weather/cloud-shadows/cloudpos-y[16]</use></cloudpos17_y> <cloudpos18_x><use>/local-weather/cloud-shadows/cloudpos-x[17]</use></cloudpos18_x> <cloudpos18_y><use>/local-weather/cloud-shadows/cloudpos-y[17]</use></cloudpos18_y> <cloudpos19_x><use>/local-weather/cloud-shadows/cloudpos-x[18]</use></cloudpos19_x> <cloudpos19_y><use>/local-weather/cloud-shadows/cloudpos-y[18]</use></cloudpos19_y> <cloudpos20_x><use>/local-weather/cloud-shadows/cloudpos-x[19]</use></cloudpos20_x> <cloudpos20_y><use>/local-weather/cloud-shadows/cloudpos-y[19]</use></cloudpos20_y> <cloudpos_n_x><use>/local-weather/cloud-shadows/nearest-cloudpos-x</use></cloudpos_n_x> <cloudpos_n_y><use>/local-weather/cloud-shadows/nearest-cloudpos-y</use></cloudpos_n_y> <cloud_shadow_flag><use>/local-weather/cloud-shadows/cloud-shadow-flag</use></cloud_shadow_flag> <!-- BEGIN shadows include --> <shadows_enabled><use>/sim/rendering/als/shadows/enabled</use></shadows_enabled> <sun_atlas_size><use>/sim/rendering/als/shadows/sun-atlas-size</use></sun_atlas_size> <!-- END shadows include --> </parameters> <!-- put techniques at a "high" index to allow derived effects to insert their own techniques first. --> <!-- ALS ultra shaders. The 1st pass of ws30-overlay.eff is a copy of this pass, and changes should be made there as well. --> <technique n="5"> <predicate> <and> <property>/sim/rendering/shaders/skydome</property> <and> <less-equal> <value type="float">6.0</value> <float-property>/sim/rendering/shaders/landmass</float-property> </less-equal> <less-equal> <value type="float">6.0</value> <float-property>/sim/rendering/shaders/transition</float-property> </less-equal> </and> <or> <less-equal> <value type="float">2.0</value> <glversion/> </less-equal> <and> <extension-supported>GL_ARB_shader_objects</extension-supported> <extension-supported>GL_ARB_shading_language_100</extension-supported> <extension-supported>GL_ARB_vertex_shader</extension-supported> <extension-supported>GL_ARB_fragment_shader</extension-supported> </and> </or> </and> </predicate> <pass> <lighting>true</lighting> <material> <ambient><use>material/ambient</use></ambient> <diffuse><use>material/diffuse</use></diffuse> <specular><use>material/specular</use></specular> <emissive><use>material/emissive</use></emissive> <shininess><use>material/shininess</use></shininess> <color-mode>ambient-and-diffuse</color-mode> </material> <blend><use>transparent</use></blend> <alpha-test><use>transparent</use></alpha-test> <shade-model>smooth</shade-model> <cull-face>back</cull-face> <render-bin> <bin-number><use>render-bin/bin-number</use></bin-number> <bin-name><use>render-bin/bin-name</use></bin-name> </render-bin> <!-- texture unit 0 direct from VPBBuilder.cxx --> <texture-unit> <unit>1</unit> <image><use>texture[1]/image</use></image> <filter>nearest-mipmap-nearest</filter> <mag-filter>nearest-mipmap-nearest</mag-filter> <wrap-s><use>texture[0]/wrap-s</use></wrap-s> <wrap-t><use>texture[0]/wrap-t</use></wrap-t> <internal-format><use>texture[0]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>2</unit> <image><use>texture[2]/image</use></image> <filter><use>texture[2]/filter</use></filter> <wrap-s><use>texture[2]/wrap-s</use></wrap-s> <wrap-t><use>texture[2]/wrap-t</use></wrap-t> <internal-format><use>texture[2]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>3</unit> <image><use>texture[3]/image</use></image> <filter><use>texture[3]/filter</use></filter> <wrap-s><use>texture[3]/wrap-s</use></wrap-s> <wrap-t><use>texture[3]/wrap-t</use></wrap-t> <internal-format><use>texture[3]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>4</unit> <image><use>texture[4]/image</use></image> <filter><use>texture[4]/filter</use></filter> <wrap-s><use>texture[4]/wrap-s</use></wrap-s> <wrap-t><use>texture[4]/wrap-t</use></wrap-t> <internal-format><use>texture[4]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>6</unit> <image><use>texture[6]/image</use></image> <filter><use>texture[6]/filter</use></filter> <wrap-s><use>texture[6]/wrap-s</use></wrap-s> <wrap-t><use>texture[6]/wrap-t</use></wrap-t> <internal-format><use>texture[6]/internal-format</use></internal-format> </texture-unit> <!-- texture unit 7 direct from VPBBuilder.cxx --> <texture-unit> <unit>8</unit> <image><use>texture[8]/image</use></image> <filter><use>texture[8]/filter</use></filter> <wrap-s><use>texture[8]/wrap-s</use></wrap-s> <wrap-t><use>texture[8]/wrap-t</use></wrap-t> <internal-format><use>texture[8]/internal-format</use></internal-format> </texture-unit> <program> <vertex-shader>Shaders/ws30-ALS-ultra.vert</vertex-shader> <vertex-shader>Shaders/filters-ALS.vert</vertex-shader> <vertex-shader>Shaders/shadows-include.vert</vertex-shader> <fragment-shader>Shaders/ws30-ALS-ultra.frag</fragment-shader> <fragment-shader>Shaders/ws30-ALS-landclass-search-functions.frag</fragment-shader> <fragment-shader>Shaders/ws30-water.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> <fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader> <fragment-shader>Shaders/hazes.frag</fragment-shader> <fragment-shader>Shaders/secondary_lights.frag</fragment-shader> <fragment-shader>Shaders/filters-ALS.frag</fragment-shader> <fragment-shader>Shaders/shadows-include.frag</fragment-shader> <fragment-shader>Shaders/clustered-include.frag</fragment-shader> </program> <uniform> <name>quality_level</name> <type>int</type> <value><use>quality_level</use></value> </uniform> <uniform> <name>visibility</name> <type>float</type> <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>ground_scattering</name> <type>float</type> <value><use>ground_scattering</use></value> </uniform> <uniform> <name>terminator</name> <type>float</type> <value><use>terminator</use></value> </uniform> <uniform> <name>terrain_alt</name> <type>float</type> <value><use>terrain_alt</use></value> </uniform> <uniform> <name>overcast</name> <type>float</type> <value><use>overcast</use></value> </uniform> <uniform> <name>eye_alt</name> <type>float</type> <value><use>eye_alt</use></value> </uniform> <uniform> <name>eye_lat</name> <type>float</type> <value><use>eye_lat</use></value> </uniform> <uniform> <name>eye_lon</name> <type>float</type> <value><use>eye_lon</use></value> </uniform> <uniform> <name>snowlevel</name> <type>float</type> <value><use>snow_level</use></value> </uniform> <uniform> <name>snow_thickness_factor</name> <type>float</type> <value><use>snow_thickness_factor</use></value> </uniform> <uniform> <name>dust_cover_factor</name> <type>float</type> <value><use>dust_cover_factor</use></value> </uniform> <uniform> <name>lichen_cover_factor</name> <type>float</type> <value> <use>lichen_cover_factor</use></value> </uniform> <uniform> <name>wetness</name> <type>float</type> <value><use>wetness</use></value> </uniform> <uniform> <name>fogstructure</name> <type>float</type> <value><use>fogstructure</use></value> </uniform> <uniform> <name>cloud_self_shading</name> <type>float</type> <value><use>cloud_self_shading</use></value> </uniform> <uniform> <name>moonlight</name> <type>float</type> <value><use>moonlight</use></value> </uniform> <uniform> <name>season</name> <type>float</type> <value><use>season</use></value> </uniform> <uniform> <name>air_pollution</name> <type>float</type> <value><use>air_pollution</use></value> </uniform> <!-- secondary lights --> <uniform> <name>view_pitch_offset</name> <type>float</type> <value><use>view_pitch_offset</use></value> </uniform> <uniform> <name>view_heading_offset</name> <type>float</type> <value><use>view_heading_offset</use></value> </uniform> <uniform> <name>field_of_view</name> <type>float</type> <value><use>view_fov</use></value> </uniform> <uniform> <name>landing_light1_offset</name> <type>float</type> <value><use>landing_light1_offset</use></value> </uniform> <uniform> <name>landing_light2_offset</name> <type>float</type> <value><use>landing_light2_offset</use></value> </uniform> <uniform> <name>landing_light3_offset</name> <type>float</type> <value><use>landing_light3_offset</use></value> </uniform> <!-- filtering --> <uniform> <name>gamma</name> <type>float</type> <value><use>gamma</use></value> </uniform> <uniform> <name>brightness</name> <type>float</type> <value><use>brightness</use></value> </uniform> <uniform> <name>use_night_vision</name> <type>bool</type> <value><use>use_night_vision</use></value> </uniform> <uniform> <name>use_IR_vision</name> <type>bool</type> <value><use>use_IR_vision</use></value> </uniform> <uniform> <name>use_filtering</name> <type>bool</type> <value><use>use_filtering</use></value> </uniform> <uniform> <name>delta_T</name> <type>float</type> <value><use>delta_T</use></value> </uniform> <uniform> <name>fact_grey</name> <type>float</type> <value><use>fact_grey</use></value> </uniform> <uniform> <name>fact_black</name> <type>float</type> <value><use>fact_black</use></value> </uniform> <!-- cloud shadows --> <uniform> <name>cloudpos1_x</name> <type>float</type> <value><use>cloudpos1_x</use></value> </uniform> <uniform> <name>cloudpos1_y</name> <type>float</type> <value><use>cloudpos1_y</use></value> </uniform> <uniform> <name>cloudpos2_x</name> <type>float</type> <value><use>cloudpos2_x</use></value> </uniform> <uniform> <name>cloudpos2_y</name> <type>float</type> <value><use>cloudpos2_y</use></value> </uniform> <uniform> <name>cloudpos3_x</name> <type>float</type> <value><use>cloudpos3_x</use></value> </uniform> <uniform> <name>cloudpos3_y</name> <type>float</type> <value><use>cloudpos3_y</use></value> </uniform> <uniform> <name>cloudpos4_x</name> <type>float</type> <value><use>cloudpos4_x</use></value> </uniform> <uniform> <name>cloudpos4_y</name> <type>float</type> <value><use>cloudpos4_y</use></value> </uniform> <uniform> <name>cloudpos5_x</name> <type>float</type> <value><use>cloudpos5_x</use></value> </uniform> <uniform> <name>cloudpos5_y</name> <type>float</type> <value><use>cloudpos5_y</use></value> </uniform> <uniform> <name>cloudpos6_x</name> <type>float</type> <value><use>cloudpos6_x</use></value> </uniform> <uniform> <name>cloudpos6_y</name> <type>float</type> <value><use>cloudpos6_y</use></value> </uniform> <uniform> <name>cloudpos7_x</name> <type>float</type> <value><use>cloudpos7_x</use></value> </uniform> <uniform> <name>cloudpos7_y</name> <type>float</type> <value><use>cloudpos7_y</use></value> </uniform> <uniform> <name>cloudpos8_x</name> <type>float</type> <value><use>cloudpos8_x</use></value> </uniform> <uniform> <name>cloudpos8_y</name> <type>float</type> <value><use>cloudpos8_y</use></value> </uniform> <uniform> <name>cloudpos9_x</name> <type>float</type> <value><use>cloudpos9_x</use></value> </uniform> <uniform> <name>cloudpos9_y</name> <type>float</type> <value><use>cloudpos9_y</use></value> </uniform> <uniform> <name>cloudpos10_x</name> <type>float</type> <value><use>cloudpos10_x</use></value> </uniform> <uniform> <name>cloudpos10_y</name> <type>float</type> <value><use>cloudpos10_y</use></value> </uniform> <uniform> <name>cloudpos11_x</name> <type>float</type> <value><use>cloudpos11_x</use></value> </uniform> <uniform> <name>cloudpos11_y</name> <type>float</type> <value><use>cloudpos11_y</use></value> </uniform> <uniform> <name>cloudpos12_x</name> <type>float</type> <value><use>cloudpos12_x</use></value> </uniform> <uniform> <name>cloudpos12_y</name> <type>float</type> <value><use>cloudpos12_y</use></value> </uniform> <uniform> <name>cloudpos13_x</name> <type>float</type> <value><use>cloudpos13_x</use></value> </uniform> <uniform> <name>cloudpos13_y</name> <type>float</type> <value><use>cloudpos13_y</use></value> </uniform> <uniform> <name>cloudpos14_x</name> <type>float</type> <value><use>cloudpos14_x</use></value> </uniform> <uniform> <name>cloudpos14_y</name> <type>float</type> <value><use>cloudpos14_y</use></value> </uniform> <uniform> <name>cloudpos15_x</name> <type>float</type> <value><use>cloudpos15_x</use></value> </uniform> <uniform> <name>cloudpos15_y</name> <type>float</type> <value><use>cloudpos15_y</use></value> </uniform> <uniform> <name>cloudpos16_x</name> <type>float</type> <value><use>cloudpos16_x</use></value> </uniform> <uniform> <name>cloudpos16_y</name> <type>float</type> <value><use>cloudpos16_y</use></value> </uniform> <uniform> <name>cloudpos17_x</name> <type>float</type> <value><use>cloudpos17_x</use></value> </uniform> <uniform> <name>cloudpos17_y</name> <type>float</type> <value><use>cloudpos17_y</use></value> </uniform> <uniform> <name>cloudpos18_x</name> <type>float</type> <value><use>cloudpos18_x</use></value> </uniform> <uniform> <name>cloudpos18_y</name> <type>float</type> <value><use>cloudpos18_y</use></value> </uniform> <uniform> <name>cloudpos19_x</name> <type>float</type> <value><use>cloudpos19_x</use></value> </uniform> <uniform> <name>cloudpos19_y</name> <type>float</type> <value><use>cloudpos19_y</use></value> </uniform> <uniform> <name>cloudpos20_x</name> <type>float</type> <value><use>cloudpos20_x</use></value> </uniform> <uniform> <name>cloudpos20_y</name> <type>float</type> <value><use>cloudpos20_y</use></value> </uniform> <uniform> <name>saturation</name> <type>float</type> <value><use>saturation</use></value> </uniform> <uniform> <name>WindE</name> <type>float</type> <value><use>windE</use></value> </uniform> <uniform> <name>WindN</name> <type>float</type> <value><use>windN</use></value> </uniform> <uniform> <name>WaveFreq</name> <type>float</type> <value> <use>WaveFreq</use> </value> </uniform> <uniform> <name>WaveAmp</name> <type>float</type> <value> <use>WaveAmp</use> </value> </uniform> <uniform> <name>WaveSharp</name> <type>float</type> <value> <use>WaveSharp</use> </value> </uniform> <uniform> <name>WaveAngle</name> <type>float</type> <value> <use>WaveAngle</use> </value> </uniform> <uniform> <name>WaveFactor</name> <type>float</type> <value> <use>WaveFactor</use> </value> </uniform> <uniform> <name>WaveDAngle</name> <type>float</type> <value> <use>WaveDAngle</use> </value> </uniform> <!-- sea colors --> <uniform> <name>sea_r</name> <type>float</type> <value> <use>sea_r</use> </value> </uniform> <uniform> <name>sea_g</name> <type>float</type> <value> <use>sea_g</use> </value> </uniform> <uniform> <name>sea_b</name> <type>float</type> <value> <use>sea_b</use> </value> </uniform> <uniform> <name>ocean_flag</name> <type>int</type> <value><use>ocean_flag</use></value> </uniform> <uniform> <name>use_searchlight</name> <type>int</type> <value> <use>use_searchlight</use></value> </uniform> <uniform> <name>use_landing_light</name> <type>int</type> <value> <use>use_landing_light</use></value> </uniform> <uniform> <name>use_alt_landing_light</name> <type>int</type> <value> <use>use_alt_landing_light</use></value> </uniform> <uniform> <name>display_xsize</name> <type>int</type> <value><use>display_xsize</use></value> </uniform> <uniform> <name>display_ysize</name> <type>int</type> <value><use>display_ysize</use></value> </uniform> <uniform> <name>wind_effects</name> <type>int</type> <value><use>wind_effects</use></value> </uniform> <uniform> <name>cloud_shadow_flag</name> <type>int</type> <value><use>cloud_shadow_flag</use></value> </uniform> <uniform> <name>raise_vertex</name> <type>bool</type> <value> <use>raise_vertex</use></value> </uniform> <uniform> <name>landclass</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>textureArray</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>perlin</name> <type>sampler-2d</type> <value type="int">6</value> </uniform> <uniform> <name>coastline</name> <type>sampler-2d</type> <value type="int">7</value> </uniform> <uniform> <name>sand</name> <type>sampler-2d</type> <value type="int">8</value> </uniform> <uniform> <name>swatch_size</name> <type>int</type> <!-- Testing: hardcoded placeholder to allow noise to be calculated while looking up textures <value><use>xsize</use></value> --> <value>2000</value> </uniform> <uniform> <name>colorMode</name> <type>int</type> <value>2</value> <!-- AMBIENT_AND_DIFFUSE --> </uniform> <!-- 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> <!-- ALS High and Medium settings technique. Uses quality_level and tquality_level uniforms to change quality in fragment shader. --> <technique n="6"> <predicate> <and> <property>/sim/rendering/shaders/skydome</property> <or> <less-equal> <value type="float">4.0</value> <float-property>/sim/rendering/shaders/landmass</float-property> </less-equal> <less-equal> <value type="float">3.0</value> <float-property>/sim/rendering/shaders/transition</float-property> </less-equal> </or> <or> <less-equal> <value type="float">2.0</value> <glversion/> </less-equal> <and> <extension-supported>GL_ARB_shader_objects</extension-supported> <extension-supported>GL_ARB_shading_language_100</extension-supported> <extension-supported>GL_ARB_vertex_shader</extension-supported> <extension-supported>GL_ARB_fragment_shader</extension-supported> </and> </or> </and> </predicate> <pass> <lighting>true</lighting> <material> <ambient><use>material/ambient</use></ambient> <diffuse><use>material/diffuse</use></diffuse> <specular><use>material/specular</use></specular> <emissive><use>material/emissive</use></emissive> <shininess><use>material/shininess</use></shininess> <color-mode>ambient-and-diffuse</color-mode> </material> <blend><use>transparent</use></blend> <alpha-test><use>transparent</use></alpha-test> <shade-model>smooth</shade-model> <cull-face>back</cull-face> <render-bin> <bin-number><use>render-bin/bin-number</use></bin-number> <bin-name><use>render-bin/bin-name</use></bin-name> </render-bin> <!-- texture unit 0 direct from VPBBuilder.cxx --> <texture-unit> <unit>1</unit> <image><use>texture[1]/image</use></image> <filter>nearest-mipmap-nearest</filter> <mag-filter>nearest-mipmap-nearest</mag-filter> <wrap-s><use>texture[0]/wrap-s</use></wrap-s> <wrap-t><use>texture[0]/wrap-t</use></wrap-t> <internal-format><use>texture[0]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>2</unit> <image><use>texture[2]/image</use></image> <filter><use>texture[2]/filter</use></filter> <wrap-s><use>texture[2]/wrap-s</use></wrap-s> <wrap-t><use>texture[2]/wrap-t</use></wrap-t> <internal-format><use>texture[2]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>3</unit> <image><use>texture[3]/image</use></image> <filter><use>texture[3]/filter</use></filter> <wrap-s><use>texture[3]/wrap-s</use></wrap-s> <wrap-t><use>texture[3]/wrap-t</use></wrap-t> <internal-format><use>texture[3]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>4</unit> <image><use>texture[4]/image</use></image> <filter><use>texture[4]/filter</use></filter> <wrap-s><use>texture[4]/wrap-s</use></wrap-s> <wrap-t><use>texture[4]/wrap-t</use></wrap-t> <internal-format><use>texture[4]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>6</unit> <image><use>texture[6]/image</use></image> <filter><use>texture[6]/filter</use></filter> <wrap-s><use>texture[6]/wrap-s</use></wrap-s> <wrap-t><use>texture[6]/wrap-t</use></wrap-t> <internal-format><use>texture[6]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>8</unit> <image><use>texture[8]/image</use></image> <filter><use>texture[8]/filter</use></filter> <wrap-s><use>texture[8]/wrap-s</use></wrap-s> <wrap-t><use>texture[8]/wrap-t</use></wrap-t> <internal-format><use>texture[8]/internal-format</use></internal-format> </texture-unit> <program> <vertex-shader>Shaders/ws30-ALS-detailed.vert</vertex-shader> <vertex-shader>Shaders/filters-ALS.vert</vertex-shader> <vertex-shader>Shaders/shadows-include.vert</vertex-shader> <fragment-shader>Shaders/ws30-ALS-detailed.frag</fragment-shader> <fragment-shader>Shaders/ws30-ALS-landclass-search-functions.frag</fragment-shader> <fragment-shader>Shaders/ws30-water.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> <fragment-shader>Shaders/hazes.frag</fragment-shader> <fragment-shader>Shaders/filters-ALS.frag</fragment-shader> <fragment-shader>Shaders/shadows-include.frag</fragment-shader> <fragment-shader>Shaders/clustered-include.frag</fragment-shader> </program> <uniform> <name>visibility</name> <type>float</type> <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>ground_scattering</name> <type>float</type> <value><use>ground_scattering</use></value> </uniform> <uniform> <name>terminator</name> <type>float</type> <value><use>terminator</use></value> </uniform> <uniform> <name>terrain_alt</name> <type>float</type> <value><use>terrain_alt</use></value> </uniform> <uniform> <name>overcast</name> <type>float</type> <value><use>overcast</use></value> </uniform> <uniform> <name>eye_alt</name> <type>float</type> <value><use>eye_alt</use></value> </uniform> <uniform> <name>snowlevel</name> <type>float</type> <value><use>snow_level</use></value> </uniform> <uniform> <name>snow_thickness_factor</name> <type>float</type> <value><use>snow_thickness_factor</use></value> </uniform> <uniform> <name>dust_cover_factor</name> <type>float</type> <value><use>dust_cover_factor</use></value> </uniform> <uniform> <name>lichen_cover_factor</name> <type>float</type> <value> <use>lichen_cover_factor</use></value> </uniform> <uniform> <name>wetness</name> <type>float</type> <value><use>wetness</use></value> </uniform> <uniform> <name>fogstructure</name> <type>float</type> <value><use>fogstructure</use></value> </uniform> <uniform> <name>cloud_self_shading</name> <type>float</type> <value><use>cloud_self_shading</use></value> </uniform> <uniform> <name>air_pollution</name> <type>float</type> <value><use>air_pollution</use></value> </uniform> <uniform> <name>moonlight</name> <type>float</type> <value><use>moonlight</use></value> </uniform> <uniform> <name>season</name> <type>float</type> <value><use>season</use></value> </uniform> <uniform> <name>saturation</name> <type>float</type> <value><use>saturation</use></value> </uniform> <uniform> <name>WindE</name> <type>float</type> <value> <use>windE</use> </value> </uniform> <uniform> <name>WindN</name> <type>float</type> <value> <use>windN</use> </value> </uniform> <uniform> <name>WaveFreq</name> <type>float</type> <value> <use>WaveFreq</use> </value> </uniform> <uniform> <name>WaveAmp</name> <type>float</type> <value> <use>WaveAmp</use> </value> </uniform> <uniform> <name>WaveSharp</name> <type>float</type> <value> <use>WaveSharp</use> </value> </uniform> <uniform> <name>WaveAngle</name> <type>float</type> <value> <use>WaveAngle</use> </value> </uniform> <uniform> <name>WaveFactor</name> <type>float</type> <value> <use>WaveFactor</use> </value> </uniform> <uniform> <name>WaveDAngle</name> <type>float</type> <value> <use>WaveDAngle</use> </value> </uniform> <!-- sea colors --> <uniform> <name>sea_r</name> <type>float</type> <value> <use>sea_r</use> </value> </uniform> <uniform> <name>sea_g</name> <type>float</type> <value> <use>sea_g</use> </value> </uniform> <uniform> <name>sea_b</name> <type>float</type> <value> <use>sea_b</use> </value> </uniform> <uniform> <name>ocean_flag</name> <type>int</type> <value><use>ocean_flag</use></value> </uniform> <!-- filtering --> <uniform> <name>gamma</name> <type>float</type> <value><use>gamma</use></value> </uniform> <uniform> <name>brightness</name> <type>float</type> <value><use>brightness</use></value> </uniform> <uniform> <name>use_night_vision</name> <type>bool</type> <value><use>use_night_vision</use></value> </uniform> <uniform> <name>use_IR_vision</name> <type>bool</type> <value><use>use_IR_vision</use></value> </uniform> <uniform> <name>use_filtering</name> <type>bool</type> <value><use>use_filtering</use></value> </uniform> <uniform> <name>delta_T</name> <type>float</type> <value><use>delta_T</use></value> </uniform> <uniform> <name>fact_grey</name> <type>float</type> <value><use>fact_grey</use></value> </uniform> <uniform> <name>fact_black</name> <type>float</type> <value><use>fact_black</use></value> </uniform> <uniform> <name>display_xsize</name> <type>int</type> <value><use>display_xsize</use></value> </uniform> <uniform> <name>display_ysize</name> <type>int</type> <value><use>display_ysize</use></value> </uniform> <uniform> <name>quality_level</name> <type>int</type> <value><use>quality_level</use></value> </uniform> <uniform> <name>tquality_level</name> <type>int</type> <value><use>tquality_level</use></value> </uniform> <uniform> <name>landclass</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>textureArray</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>perlin</name> <type>sampler-2d</type> <value type="int">6</value> </uniform> <uniform> <name>coastline</name> <type>sampler-2d</type> <value type="int">7</value> </uniform> <uniform> <name>sand</name> <type>sampler-2d</type> <value type="int">8</value> </uniform> <uniform> <name>swatch_size</name> <type>int</type> <value><use>xsize</use></value> </uniform> <!-- 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> <!-- ALS low settings technique --> <technique n="7"> <predicate> <and> <property>/sim/rendering/shaders/skydome</property> <or> <less-equal> <value type="float">2.0</value> <glversion/> </less-equal> <and> <extension-supported>GL_ARB_shader_objects</extension-supported> <extension-supported>GL_ARB_shading_language_100</extension-supported> <extension-supported>GL_ARB_vertex_shader</extension-supported> <extension-supported>GL_ARB_fragment_shader</extension-supported> </and> </or> </and> </predicate> <pass> <lighting>true</lighting> <material> <ambient><use>material/ambient</use></ambient> <diffuse><use>material/diffuse</use></diffuse> <specular><use>material/specular</use></specular> <emissive><use>material/emissive</use></emissive> <shininess><use>material/shininess</use></shininess> <color-mode>ambient-and-diffuse</color-mode> </material> <blend><use>transparent</use></blend> <alpha-test><use>transparent</use></alpha-test> <shade-model>smooth</shade-model> <cull-face>back</cull-face> <render-bin> <bin-number><use>render-bin/bin-number</use></bin-number> <bin-name><use>render-bin/bin-name</use></bin-name> </render-bin> <!-- texture unit 0 direct from VPBBuilder.cxx --> <texture-unit> <unit>1</unit> <image><use>texture[1]/image</use></image> <filter>nearest-mipmap-nearest</filter> <mag-filter>nearest-mipmap-nearest</mag-filter> <wrap-s><use>texture[0]/wrap-s</use></wrap-s> <wrap-t><use>texture[0]/wrap-t</use></wrap-t> <internal-format><use>texture[0]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>2</unit> <image><use>texture[2]/image</use></image> <filter><use>texture[2]/filter</use></filter> <wrap-s><use>texture[2]/wrap-s</use></wrap-s> <wrap-t><use>texture[2]/wrap-t</use></wrap-t> <internal-format><use>texture[2]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>3</unit> <image><use>texture[3]/image</use></image> <filter><use>texture[3]/filter</use></filter> <wrap-s><use>texture[3]/wrap-s</use></wrap-s> <wrap-t><use>texture[3]/wrap-t</use></wrap-t> <internal-format><use>texture[3]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>4</unit> <image><use>texture[4]/image</use></image> <filter><use>texture[4]/filter</use></filter> <wrap-s><use>texture[4]/wrap-s</use></wrap-s> <wrap-t><use>texture[4]/wrap-t</use></wrap-t> <internal-format><use>texture[4]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>6</unit> <image><use>texture[6]/image</use></image> <filter><use>texture[6]/filter</use></filter> <wrap-s><use>texture[6]/wrap-s</use></wrap-s> <wrap-t><use>texture[6]/wrap-t</use></wrap-t> <internal-format><use>texture[6]/internal-format</use></internal-format> </texture-unit> <program> <vertex-shader>Shaders/ws30-ALS.vert</vertex-shader> <vertex-shader>Shaders/shadows-include.vert</vertex-shader> <fragment-shader>Shaders/ws30-ALS.frag</fragment-shader> <fragment-shader>Shaders/ws30-ALS-landclass-search-functions.frag</fragment-shader> <fragment-shader>Shaders/ws30-water.frag</fragment-shader> <fragment-shader>Shaders/hazes.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> <fragment-shader>Shaders/filters-ALS.frag</fragment-shader> <fragment-shader>Shaders/shadows-include.frag</fragment-shader> <fragment-shader>Shaders/clustered-include.frag</fragment-shader> </program> <uniform> <name>tquality_level</name> <type>int</type> <value><use>tquality_level</use></value> </uniform> <uniform> <name>cloud_self_shading</name> <type>float</type> <value><use>cloud_self_shading</use></value> </uniform> <uniform> <name>visibility</name> <type>float</type> <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>ground_scattering</name> <type>float</type> <value><use>ground_scattering</use></value> </uniform> <uniform> <name>terminator</name> <type>float</type> <value><use>terminator</use></value> </uniform> <uniform> <name>terrain_alt</name> <type>float</type> <value><use>terrain_alt</use></value> </uniform> <uniform> <name>overcast</name> <type>float</type> <value><use>overcast</use></value> </uniform> <uniform> <name>eye_alt</name> <type>float</type> <value><use>eye_alt</use></value> </uniform> <uniform> <name>cloud_self_shading</name> <type>float</type> <value><use>cloud_self_shading</use></value> </uniform> <uniform> <name>moonlight</name> <type>float</type> <value><use>moonlight</use></value> </uniform> <uniform> <name>air_pollution</name> <type>float</type> <value><use>air_pollution</use></value> </uniform> <uniform> <name>saturation</name> <type>float</type> <value><use>saturation</use></value> </uniform> <uniform> <name>WindE</name> <type>float</type> <value> <use>windE</use> </value> </uniform> <uniform> <name>WindN</name> <type>float</type> <value> <use>windN</use> </value> </uniform> <uniform> <name>WaveFreq</name> <type>float</type> <value> <use>WaveFreq</use> </value> </uniform> <uniform> <name>WaveAmp</name> <type>float</type> <value> <use>WaveAmp</use> </value> </uniform> <uniform> <name>WaveSharp</name> <type>float</type> <value> <use>WaveSharp</use> </value> </uniform> <uniform> <name>WaveAngle</name> <type>float</type> <value> <use>WaveAngle</use> </value> </uniform> <uniform> <name>WaveFactor</name> <type>float</type> <value> <use>WaveFactor</use> </value> </uniform> <uniform> <name>WaveDAngle</name> <type>float</type> <value> <use>WaveDAngle</use> </value> </uniform> <!-- sea colors --> <uniform> <name>sea_r</name> <type>float</type> <value> <use>sea_r</use> </value> </uniform> <uniform> <name>sea_g</name> <type>float</type> <value> <use>sea_g</use> </value> </uniform> <uniform> <name>sea_b</name> <type>float</type> <value> <use>sea_b</use> </value> </uniform> <uniform> <name>ocean_flag</name> <type>int</type> <value><use>ocean_flag</use></value> </uniform> <!-- filtering --> <uniform> <name>gamma</name> <type>float</type> <value><use>gamma</use></value> </uniform> <uniform> <name>brightness</name> <type>float</type> <value><use>brightness</use></value> </uniform> <uniform> <name>use_night_vision</name> <type>bool</type> <value><use>use_night_vision</use></value> </uniform> <uniform> <name>use_IR_vision</name> <type>bool</type> <value><use>use_IR_vision</use></value> </uniform> <uniform> <name>use_filtering</name> <type>bool</type> <value><use>use_filtering</use></value> </uniform> <uniform> <name>delta_T</name> <type>float</type> <value><use>delta_T</use></value> </uniform> <uniform> <name>fact_grey</name> <type>float</type> <value><use>fact_grey</use></value> </uniform> <uniform> <name>fact_black</name> <type>float</type> <value><use>fact_black</use></value> </uniform> <uniform> <name>display_xsize</name> <type>int</type> <value><use>display_xsize</use></value> </uniform> <uniform> <name>display_ysize</name> <type>int</type> <value><use>display_ysize</use></value> </uniform> <uniform> <name>landclass</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>textureArray</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <!-- 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> <!-- Non-ALS technique with texture rotation --> <technique n="11"> <predicate> <and> <property>/sim/rendering/shaders/quality-level</property> <or> <less-equal> <value type="float">2.0</value> <glversion/> </less-equal> <and> <extension-supported>GL_ARB_shader_objects</extension-supported> <extension-supported>GL_ARB_shading_language_100</extension-supported> <extension-supported>GL_ARB_vertex_shader</extension-supported> <extension-supported>GL_ARB_fragment_shader</extension-supported> </and> </or> </and> </predicate> <pass> <lighting>true</lighting> <material> <ambient><use>material/ambient</use></ambient> <diffuse><use>material/diffuse</use></diffuse> <specular><use>material/specular</use></specular> <emissive><use>material/emissive</use></emissive> <shininess><use>material/shininess</use></shininess> <color-mode>ambient-and-diffuse</color-mode> </material> <blend><use>transparent</use></blend> <alpha-test><use>transparent</use></alpha-test> <shade-model>smooth</shade-model> <cull-face>back</cull-face> <render-bin> <bin-number><use>render-bin/bin-number</use></bin-number> <bin-name><use>render-bin/bin-name</use></bin-name> </render-bin> <!-- texture unit 0 direct from VPBBuilder.cxx --> <texture-unit> <unit>1</unit> <image><use>texture[1]/image</use></image> <filter>nearest-mipmap-nearest</filter> <mag-filter>nearest-mipmap-nearest</mag-filter> <wrap-s><use>texture[0]/wrap-s</use></wrap-s> <wrap-t><use>texture[0]/wrap-t</use></wrap-t> <internal-format><use>texture[0]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>2</unit> <image><use>texture[2]/image</use></image> <filter><use>texture[2]/filter</use></filter> <wrap-s><use>texture[2]/wrap-s</use></wrap-s> <wrap-t><use>texture[2]/wrap-t</use></wrap-t> <internal-format><use>texture[2]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>3</unit> <image><use>texture[3]/image</use></image> <filter><use>texture[3]/filter</use></filter> <wrap-s><use>texture[3]/wrap-s</use></wrap-s> <wrap-t><use>texture[3]/wrap-t</use></wrap-t> <internal-format><use>texture[3]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>4</unit> <image><use>texture[4]/image</use></image> <filter><use>texture[4]/filter</use></filter> <wrap-s><use>texture[4]/wrap-s</use></wrap-s> <wrap-t><use>texture[4]/wrap-t</use></wrap-t> <internal-format><use>texture[4]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>6</unit> <image><use>texture[6]/image</use></image> <filter><use>texture[6]/filter</use></filter> <wrap-s><use>texture[6]/wrap-s</use></wrap-s> <wrap-t><use>texture[6]/wrap-t</use></wrap-t> <internal-format><use>texture[6]/internal-format</use></internal-format> </texture-unit> <program> <vertex-shader>Shaders/include_fog.vert</vertex-shader> <vertex-shader>Shaders/shadows-include.vert</vertex-shader> <vertex-shader>Shaders/ws30.vert</vertex-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="1">Shaders/ws30-q1.frag</fragment-shader> <fragment-shader>Shaders/shadows-include.frag</fragment-shader> <fragment-shader>Shaders/clustered-include.frag</fragment-shader> </program> <uniform> <name>landclass</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>atlas</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>perlin</name> <type>sampler-2d</type> <value type="int">6</value> </uniform> <uniform> <name>colorMode</name> <type>int</type> <value>2</value> <!-- AMBIENT_AND_DIFFUSE --> </uniform> </pass> </technique> <!-- Minimal technique --> <technique n="12"> <pass> <lighting>true</lighting> <material> <ambient><use>material/ambient</use></ambient> <diffuse><use>material/diffuse</use></diffuse> <specular><use>material/specular</use></specular> <emissive><use>material/emissive</use></emissive> <shininess><use>material/shininess</use></shininess> <color-mode>ambient-and-diffuse</color-mode> </material> <blend><use>transparent</use></blend> <alpha-test><use>transparent</use></alpha-test> <shade-model>smooth</shade-model> <cull-face>back</cull-face> <render-bin> <bin-number><use>render-bin/bin-number</use></bin-number> <bin-name><use>render-bin/bin-name</use></bin-name> </render-bin> <!-- texture unit 0 direct from VPBBuilder.cxx --> <texture-unit> <unit>1</unit> <image><use>texture[1]/image</use></image> <filter>nearest-mipmap-nearest</filter> <mag-filter>nearest-mipmap-nearest</mag-filter> <wrap-s><use>texture[0]/wrap-s</use></wrap-s> <wrap-t><use>texture[0]/wrap-t</use></wrap-t> <internal-format><use>texture[0]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>2</unit> <image><use>texture[2]/image</use></image> <filter><use>texture[2]/filter</use></filter> <wrap-s><use>texture[2]/wrap-s</use></wrap-s> <wrap-t><use>texture[2]/wrap-t</use></wrap-t> <internal-format><use>texture[2]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>3</unit> <image><use>texture[3]/image</use></image> <filter><use>texture[3]/filter</use></filter> <wrap-s><use>texture[3]/wrap-s</use></wrap-s> <wrap-t><use>texture[3]/wrap-t</use></wrap-t> <internal-format><use>texture[3]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>4</unit> <image><use>texture[4]/image</use></image> <filter><use>texture[4]/filter</use></filter> <wrap-s><use>texture[4]/wrap-s</use></wrap-s> <wrap-t><use>texture[4]/wrap-t</use></wrap-t> <internal-format><use>texture[4]/internal-format</use></internal-format> </texture-unit> <program> <vertex-shader>Shaders/include_fog.vert</vertex-shader> <vertex-shader>Shaders/shadows-include.vert</vertex-shader> <vertex-shader>Shaders/ws30.vert</vertex-shader> <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <fragment-shader n="1">Shaders/ws30.frag</fragment-shader> <fragment-shader>Shaders/shadows-include.frag</fragment-shader> <fragment-shader>Shaders/clustered-include.frag</fragment-shader> </program> <uniform> <name>landclass</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>atlas</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>colorMode</name> <type>int</type> <value>2</value> <!-- AMBIENT_AND_DIFFUSE --> </uniform> </pass> </technique> <technique n="109"> <scheme>hdr-geometry</scheme> <pass> <!-- Reverse floating point depth buffer --> <depth> <function>gequal</function> <near>1.0</near> <far>0.0</far> </depth> <stencil> <function>always</function> <value>9</value> <pass>replace</pass> </stencil> <blend><use>transparent</use></blend> <alpha-test><use>transparent</use></alpha-test> <shade-model>smooth</shade-model> <cull-face>back</cull-face> <render-bin> <bin-number><use>render-bin/bin-number</use></bin-number> <bin-name><use>render-bin/bin-name</use></bin-name> </render-bin> <!-- texture unit 0 direct from VPBBuilder.cxx --> <texture-unit> <unit>1</unit> <image><use>texture[1]/image</use></image> <filter>nearest-mipmap-nearest</filter> <mag-filter>nearest-mipmap-nearest</mag-filter> <wrap-s><use>texture[0]/wrap-s</use></wrap-s> <wrap-t><use>texture[0]/wrap-t</use></wrap-t> <internal-format><use>texture[0]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>2</unit> <image><use>texture[2]/image</use></image> <filter><use>texture[2]/filter</use></filter> <wrap-s><use>texture[2]/wrap-s</use></wrap-s> <wrap-t><use>texture[2]/wrap-t</use></wrap-t> <internal-format><use>texture[2]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>3</unit> <image><use>texture[3]/image</use></image> <filter><use>texture[3]/filter</use></filter> <wrap-s><use>texture[3]/wrap-s</use></wrap-s> <wrap-t><use>texture[3]/wrap-t</use></wrap-t> <internal-format><use>texture[3]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>4</unit> <image><use>texture[4]/image</use></image> <filter><use>texture[4]/filter</use></filter> <wrap-s><use>texture[4]/wrap-s</use></wrap-s> <wrap-t><use>texture[4]/wrap-t</use></wrap-t> <internal-format><use>texture[4]/internal-format</use></internal-format> </texture-unit> <texture-unit> <unit>6</unit> <image><use>texture[6]/image</use></image> <filter><use>texture[6]/filter</use></filter> <wrap-s><use>texture[6]/wrap-s</use></wrap-s> <wrap-t><use>texture[6]/wrap-t</use></wrap-t> <internal-format><use>texture[6]/internal-format</use></internal-format> </texture-unit> <cull-face>back</cull-face> <program> <vertex-shader>Shaders/HDR/terrain_default.vert</vertex-shader> <fragment-shader>Shaders/HDR/ws30.frag</fragment-shader> <fragment-shader>Shaders/HDR/gbuffer_pack.glsl</fragment-shader> <fragment-shader>Shaders/HDR/normal_encoding.glsl</fragment-shader> <fragment-shader>Shaders/HDR/color.glsl</fragment-shader> </program> <uniform> <name>landclass</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>atlas</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>perlin</name> <type>sampler-2d</type> <value type="int">6</value> </uniform> </pass> </technique> </PropertyList>