<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/skydome</name> <parameters> <mie> <use>/sim/rendering/mie</use> </mie> <rayleigh> <use>/sim/rendering/rayleigh</use> </rayleigh> <density> <use>/sim/rendering/dome-density</use> </density> <overcast> <use>/rendering/scene/overcast</use> </overcast> <saturation> <use>/rendering/scene/saturation</use> </saturation> <scattering> <use>/rendering/scene/scattering</use> </scattering> <visibility> <use>/environment/ground-visibility-m</use> </visibility> <avisibility> <use>/environment/visibility-m</use> </avisibility> <lthickness> <use>/environment/ground-haze-thickness-m</use> </lthickness> <terminator> <use>/environment/terminator-relative-position-m</use> </terminator> </parameters> <technique n="8"> <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> <shade-model>smooth</shade-model> <cull-face>back</cull-face> <program> <vertex-shader>Shaders/skydome.vert</vertex-shader> <fragment-shader>Shaders/skydome.frag</fragment-shader> </program> <uniform> <name>mK</name> <type>float</type> <value> <use>mie</use> </value> </uniform> <uniform> <name>rK</name> <type>float</type> <value> <use>rayleigh</use> </value> </uniform> <uniform> <name>density</name> <type>float</type> <value> <use>density</use> </value> </uniform> <uniform> <name>overcast</name> <type>float</type> <value> <use>overcast</use> </value> </uniform> <uniform> <name>saturation</name> <type>float</type> <value> <use>saturation</use> </value> </uniform> <uniform> <name>scattering</name> <type>float</type> <value> <use>scattering</use> </value> </uniform> <uniform> <name>visibility</name> <type>float</type> <value> <use>visibility</use> </value> </uniform> <uniform> <name>hazeLayerAltitude</name> <type>float</type> <value> <use>lthickness</use> </value> </uniform> <uniform> <name>terminator</name> <type>float</type> <value> <use>terminator</use> </value> </uniform> <uniform> <name>avisibility</name> <type>float</type> <value> <use>avisibility</use> </value> </uniform> </pass> </technique> <!-- fall back without shaders --> <technique n="11"> <pass> <lighting>false</lighting> <shade-model>smooth</shade-model> <cull-face>back</cull-face> </pass> </technique> </PropertyList>