<?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>