<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
	<name>Effects/water</name>
	<inherits-from>Effects/terrain-default</inherits-from>
	<parameters>
		<texture n="0">
			<image>Textures/Water/water-reflection.png</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>repeat</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<texture n="2">
			<!--<image>Textures/Water/water-normalmap.png</image>-->
			<!--<image>Textures/Water/water-normalmap2.dds</image>-->
			<image>Textures/Water/waves-ver10-nm.dds</image>
			<!--<image>Textures/Water/caustic-nm.png</image>-->
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>repeat</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<texture n="3">
			<!--<image>Textures/Water/water-dudv.png</image>-->
			<!--<image>Textures/Water/dudvmap2.png</image>-->
			<image>Textures/Water/waves-ver10-dudv.dds</image>
			<!--<image>Textures/Water/water-reflection-grey.png</image>-->
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>repeat</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<texture n="4">
			<image>Textures/Water/water-reflection-grey.png</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>repeat</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<texture n="5">
			<image>Textures/Water/sea_foam.dds</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>repeat</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<texture n="6">
			<image>Textures/Water/perlin-noise-nm.dds</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>repeat</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<saturation>
			<use>/rendering/scene/saturation</use>
		</saturation>
		<status>
			<use>/environment/config/enabled</use>
		</status>
		<overcast>
			<use>/rendering/scene/overcast</use>
		</overcast>
		<cloud-cover0>
			<use>/environment/clouds/layer[0]/coverage-type</use>
		</cloud-cover0>
		<cloud-cover1>
			<use>/environment/clouds/layer[1]/coverage-type</use>
		</cloud-cover1>
		<cloud-cover2>
			<use>/environment/clouds/layer[2]/coverage-type</use>
		</cloud-cover2>
		<cloud-cover3>
			<use>/environment/clouds/layer[3]/coverage-type</use>
		</cloud-cover3>
		<cloud-cover4>
			<use>/environment/clouds/layer[4]/coverage-type</use>
		</cloud-cover4>
		<!--<wind>
			<use>/environment/wind-speed-kt</use>
		</wind>-->
		<windE>
			<use>/environment/config/boundary/entry[0]/wind-from-east-fps</use>
		</windE>
		<windN>
			<use>/environment/config/boundary/entry[0]/wind-from-north-fps</use>
		</windN>
		<wind-from>
			<use>/environment/config/boundary/entry[0]/wind-from-heading-deg</use>
		</wind-from>


	</parameters>
	<technique n="8">
		<predicate>
			<and>
				<property>/sim/rendering/water-shader</property>
				<property>/sim/rendering/shader-effects</property>
				<less-equal>
					<value type="float">2.0</value>
					<float-property>/sim/rendering/quality-level</float-property>
				</less-equal>
				<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>
				<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>
				<unit>0</unit>
				<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>
			<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>5</unit>
				<image>
					<use>texture[5]/image</use>
				</image>
				<filter>
					<use>texture[5]/filter</use>
				</filter>
				<wrap-s>
					<use>texture[5]/wrap-s</use>
				</wrap-s>
				<wrap-t>
					<use>texture[5]/wrap-t</use>
				</wrap-t>
				<internal-format>
					<use>texture[5]/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/water.vert</vertex-shader>
				<fragment-shader>Shaders/water.frag</fragment-shader>
			</program>
			<uniform>
				<name>water_reflection</name>
				<type>sampler-2d</type>
				<value type="int">0</value>
			</uniform>
			<uniform>
				<name>water_normalmap</name>
				<type>sampler-2d</type>
				<value type="int">2</value>
			</uniform>
			<uniform>
				<name>water_dudvmap</name>
				<type>sampler-2d</type>
				<value type="int">3</value>
			</uniform>
			<uniform>
				<name>water_reflection_grey</name>
				<type>sampler-2d</type>
				<value type="int">4</value>
			</uniform>
			<uniform>
				<name>sea_foam</name>
				<type>sampler-2d</type>
				<value type="int">5</value>
			</uniform>
			<uniform>
				<name>perlin_normalmap</name>
				<type>sampler-2d</type>
				<value type="int">6</value>
			</uniform>
			<uniform>
				<name>saturation</name>
				<type>float</type>
				<!--<value>0.4</value>-->
				<value><use>saturation</use></value>
			</uniform>
			<uniform>
				<name>CloudCover0</name>
				<type>float</type>
				<value>
					<use>cloud-cover0</use>
				</value>
			</uniform>
			<uniform>
				<name>CloudCover1</name>
				<type>float</type>
				<value>
					<use>cloud-cover1</use>
				</value>
			</uniform>
			<uniform>
				<name>CloudCover2</name>
				<type>float</type>
				<value>
					<use>cloud-cover2</use>
				</value>
			</uniform>
			<uniform>
				<name>CloudCover3</name>
				<type>float</type>
				<value>
					<use>cloud-cover3</use>
				</value>
			</uniform>
			<uniform>
				<name>CloudCover4</name>
				<type>float</type>
				<value>
					<use>cloud-cover4</use>
				</value>
			</uniform>
			<uniform>
				<name>Status</name>
				<type>int</type>
				<value>
					<use>status</use>
				</value>
				<!--<value type="int">0</value> -->
			</uniform>
			<uniform>
				<name>Overcast</name>
				<type>float</type>
				<value>
					<use>overcast</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>WindFrom</name>
				<type>float</type>
				<value>
					<use>wind-from</use>
				</value>
			</uniform>
		</pass>
	</technique>
	<technique n="9">
		<predicate>
			<and>
				<property>/sim/rendering/water-shader</property>
				<property>/sim/rendering/shader-effects</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>
				<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>
				<unit>0</unit>
				<type>noise</type>
			</texture-unit>
			<program>
				<vertex-shader>Shaders/water-orig.vert</vertex-shader>
				<fragment-shader>Shaders/water-orig.frag</fragment-shader>
			</program>
			<uniform>
				<name>texture</name>
				<type>sampler-3d</type>
				<value type="int">0</value>
			</uniform>
		</pass>
	</technique>
</PropertyList>