<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
	<name>Effects/building</name>
	<inherits-from>Effects/model-combined</inherits-from>
	<parameters>
		<texture n="0">
			<type>2d</type>
			<image>Textures/buildings.png</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>clamp</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<!-- Normal Map -->
		<normalmap-enabled type="int"> 1 </normalmap-enabled>
		<normalmap-dds type="int"> 0 </normalmap-dds>
		<normalmap-tiling type="float"> 1.0 </normalmap-tiling>
		<texture n="2">
			<image>Textures/buildings-normalmap_orig.png</image>
			<type>2d</type>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>clamp</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<!-- Light Map -->
		<texture n="3">
			<image>Textures/buildings-lightmap.png</image>
			<type>2d</type>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>clamp</wrap-s>
			<wrap-t>clamp</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<lightmap-enabled type="int"> 1 </lightmap-enabled>
		<lightmap-multi type="int"> 0 </lightmap-multi>
		<lightmap-factor type="float" n="0">
			<use>/sim/time/sun-angle-rad</use>
		</lightmap-factor>
		<lightmap-color type="vec3d" n="0"> 0.3 0.3 0.3 </lightmap-color>

		<!-- Reflection -->
		<reflection-enabled type="int"> 1 </reflection-enabled>
		<reflect-map-enabled type="int"> 1 </reflect-map-enabled>
		<reflection-correction type="float"> -0.15 </reflection-correction>
		<reflection-dynamic type="int"> 0 </reflection-dynamic>
		<reflection-fresnel type="float"> 0.0 </reflection-fresnel>
		<reflection-rainbow type="float"> 0.0 </reflection-rainbow>
		<reflection-noise type="float"> 0.0 </reflection-noise>
		<texture n= "5" >
			<type>cubemap</type>
			<images>
				<positive-x>Aircraft/Generic/Effects/CubeMaps/buildings/N.png</positive-x>
				<negative-x>Aircraft/Generic/Effects/CubeMaps/buildings/S.png</negative-x>
				<positive-y>Aircraft/Generic/Effects/CubeMaps/buildings/W.png</positive-y>
				<negative-y>Aircraft/Generic/Effects/CubeMaps/buildings/E.png</negative-y>
				<positive-z>Aircraft/Generic/Effects/CubeMaps/buildings/U.png</positive-z>
				<negative-z>Aircraft/Generic/Effects/CubeMaps/buildings/D.png</negative-z>
			</images>
		</texture>
		<texture n="6">
			<!-- instance information from shader -->
			<type>2d</type>
			<wrap-s>clamp</wrap-s>
			<wrap-t>clamp</wrap-t>
		</texture>
		<!-- Add the following line to enable snow: -->
		<snow-enabled>1</snow-enabled>
		<!--Ambient correction -->
		<ambient-correction type="float"> 0.0 </ambient-correction>
		<material>
			<active>true</active>
			<color-mode-uniform>1</color-mode-uniform>
			<ambient type="vec4d">0.6 0.6 0.6 1.0</ambient>
			<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
			<specular type="vec4d">0.0 0.0 0.0 1.0</specular>
			<emissive type="vec4d">0.02 0.02 0.02 1.0</emissive>
			<shininess>0.1</shininess>
			<color-mode>ambient-and-diffuse</color-mode>
			<color-mode-uniform>ambient-and-diffuse</color-mode-uniform>
			<!-- DIFFUSE -->
		</material>
		<material-id>0</material-id>
		<blend>
			<active>0</active>
			<source>0</source>
			<destination>0</destination>
		</blend>
		<shade-model>flat</shade-model>
		<cull-face>back</cull-face>
		<building-flag type="int">1</building-flag>
	</parameters>

	<technique n="4">
		<!-- Atmospheric scattering technique with model shader-->
		<pass>
			<texture-unit n="4">
				<unit>4</unit>
				<image>
					<use>texture[3]/image</use>
				</image>
				<type>
					<use>texture[3]/type</use>
				</type>
				<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>
			<program>
				<vertex-shader n="0">Shaders/building-model-ALS-ultra.vert</vertex-shader>
				<attribute>
					<name>instancePosition</name>
					<index>10</index>
				</attribute>
				<attribute>
					<name>instanceScale</name>
					<index>11</index>
				</attribute>
				<attribute>
					<name>attrib1</name>
					<index>12</index>
				</attribute>
				<attribute>
					<name>attrib2</name>
					<index>13</index>
				</attribute>
			</program>
		</pass>
	</technique>

	<technique n="5">
		<!-- Base Atmospheric scattering technique -->
		<pass>
			<program>
				<vertex-shader n="0">Shaders/building-ALS.vert</vertex-shader>
				<attribute>
					<name>instancePosition</name>
					<index>10</index>
				</attribute>
				<attribute>
					<name>instanceScale</name>
					<index>11</index>
				</attribute>
				<attribute>
					<name>attrib1</name>
					<index>12</index>
				</attribute>
				<attribute>
					<name>attrib2</name>
					<index>13</index>
				</attribute>
			</program>
		</pass>
	</technique>

	<technique n="11">
		<pass>
			<program n="0">
				<vertex-shader n="1">Shaders/building-default.vert</vertex-shader>
				<attribute>
					<name>instancePosition</name>
					<index>10</index>
				</attribute>
				<attribute>
					<name>instanceScale</name>
					<index>11</index>
				</attribute>
				<attribute>
					<name>attrib1</name>
					<index>12</index>
				</attribute>
				<attribute>
					<name>attrib2</name>
					<index>13</index>
				</attribute>
			</program>
		</pass>
	</technique>

</PropertyList>