<?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>