<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/aurora</name> <parameters> <texture n ="0"> <type>white</type> </texture> <vertex-program-two-side type="bool">true</vertex-program-two-side> <material> <color-mode-uniform>1</color-mode-uniform> <!-- DIFFUSE --> </material> <strength><use>/environment/aurora/strength</use></strength> <ray_factor><use>/environment/aurora/ray-factor</use></ray_factor> <upper_alt_factor><use>/environment/aurora/upper-alt-factor</use></upper_alt_factor> <penetration_factor><use>/environment/aurora/penetration-factor</use></penetration_factor> <patchiness><use>/environment/aurora/patchiness</use></patchiness> <afterglow><use>/environment/aurora/afterglow</use></afterglow> <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> <delta_T><use>/environment/surface/delta-T-cloud</use></delta_T> <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> <display_xsize><use>/sim/startup/xsize</use></display_xsize> <display_ysize><use>/sim/startup/ysize</use></display_ysize> <arc_id>0.0</arc_id> </parameters> <technique n="10"> <predicate> <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> <property>/sim/rendering/shaders/skydome</property> </and> </or> </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> <source>src-alpha</source> <destination>one-minus-src-alpha</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> <depth> <write-mask>false</write-mask> </depth> <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> <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> </texture-unit> <vertex-program-two-side> <use>vertex-program-two-side</use> </vertex-program-two-side> <program> <vertex-shader>Shaders/planet-aurora.vert</vertex-shader> <fragment-shader>Shaders/planet-aurora.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> <fragment-shader>Shaders/filters-ALS.frag</fragment-shader> </program> <uniform> <name>texture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>strength</name> <type>float</type> <value><use>strength</use></value> </uniform> <uniform> <name>ray_factor</name> <type>float</type> <value><use>ray_factor</use></value> </uniform> <uniform> <name>upper_alt_factor</name> <type>float</type> <value><use>upper_alt_factor</use></value> </uniform> <uniform> <name>penetration_factor</name> <type>float</type> <value><use>penetration_factor</use></value> </uniform> <uniform> <name>patchiness</name> <type>float</type> <value><use>patchiness</use></value> </uniform> <uniform> <name>afterglow</name> <type>float</type> <value><use>afterglow</use></value> </uniform> <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>arc_id</name> <type>float</type> <value><use>arc_id</use></value> </uniform> <uniform> <name>use_filtering</name> <type>bool</type> <value><use>use_filtering</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>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> </pass> </technique> </PropertyList>