<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/procedural-light</name> <parameters> <texture n="0"> <type>white</type> </texture> <light_color_base_r type="float">1.0</light_color_base_r> <light_color_base_g type="float">0.0</light_color_base_g> <light_color_base_b type="float">0.0</light_color_base_b> <light_color_center_r type="float">1.0</light_color_center_r> <light_color_center_g type="float">1.0</light_color_center_g> <light_color_center_b type="float">1.0</light_color_center_b> <intensity_scale type="float">1.0</intensity_scale> <pointing_x type="float">-1.0</pointing_x> <pointing_y type="float">0.0</pointing_y> <pointing_z type="float">0.0</pointing_z> <is_directional type="bool">false</is_directional> <is_strobe type="bool">false</is_strobe> <inner_angle type="float">0.2</inner_angle> <outer_angle type="float">0.4</outer_angle> <zero_angle type="float">0.7</zero_angle> <outer_gain type="float">0.5</outer_gain> <visibility><use>/environment/ground-visibility-m</use></visibility> <avisibility><use>/environment/visibility-m</use></avisibility> <lthickness><use>/environment/ground-haze-thickness-m</use></lthickness> <terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt> <eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt> <terminator><use>/environment/terminator-relative-position-m</use></terminator> </parameters> <technique n="4"> <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> <active><use>material/active</use></active> <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><use>material/color-mode</use></color-mode> </material> <blend> <active><use>blend/active</use></active> <source><use>blend/source</use></source> <destination><use>blend/destination</use></destination> </blend> <shade-model><use>shade-model</use></shade-model> <cull-face><use>cull-face</use></cull-face> <rendering-hint><use>rendering-hint</use></rendering-hint> <render-bin> <bin-number>111</bin-number> <bin-name>DepthSortedBin</bin-name> </render-bin> <texture-unit> <!-- The texture unit is always active because the shaders expect that. --> <unit>0</unit> <active><use>texture[0]/active</use></active> <type><use>texture[0]/type</use></type> <image><use>texture[0]/image</use></image> <filter><use>texture[0]/filter</use></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> <depth> <write-mask>false</write-mask> </depth> <vertex-program-two-side>false</vertex-program-two-side> <program> <vertex-shader>Shaders/light-ALS.vert</vertex-shader> <fragment-shader>Shaders/light-ALS.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> <fragment-shader>Shaders/hazes.frag</fragment-shader> </program> <uniform> <name>light_color_base_r</name> <type>float</type> <value><use>light_color_base_r</use></value> </uniform> <uniform> <name>light_color_base_g</name> <type>float</type> <value><use>light_color_base_g</use></value> </uniform> <uniform> <name>light_color_base_b</name> <type>float</type> <value><use>light_color_base_b</use></value> </uniform> <uniform> <name>light_color_center_r</name> <type>float</type> <value><use>light_color_center_r</use></value> </uniform> <uniform> <name>light_color_center_g</name> <type>float</type> <value><use>light_color_center_g</use></value> </uniform> <uniform> <name>light_color_center_b</name> <type>float</type> <value><use>light_color_center_b</use></value> </uniform> <uniform> <name>intensity_scale</name> <type>float</type> <value><use>intensity_scale</use></value> </uniform> <uniform> <name>pointing_x</name> <type>float</type> <value><use>pointing_x</use></value> </uniform> <uniform> <name>pointing_y</name> <type>float</type> <value><use>pointing_y</use></value> </uniform> <uniform> <name>pointing_z</name> <type>float</type> <value><use>pointing_z</use></value> </uniform> <uniform> <name>inner_angle</name> <type>float</type> <value><use>inner_angle</use></value> </uniform> <uniform> <name>outer_angle</name> <type>float</type> <value><use>outer_angle</use></value> </uniform> <uniform> <name>zero_angle</name> <type>float</type> <value><use>zero_angle</use></value> </uniform> <uniform> <name>outer_gain</name> <type>float</type> <value><use>outer_gain</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>eye_alt</name> <type>float</type> <value><use>eye_alt</use></value> </uniform> <uniform> <name>terminator</name> <type>float</type> <value><use>terminator</use></value> </uniform> <uniform> <name>texture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>is_directional</name> <type>bool</type> <value><use>is_directional</use></value> </uniform> <uniform> <name>is_strobe</name> <type>bool</type> <value><use>is_strobe</use></value> </uniform> </pass> </technique> </PropertyList>