<?xml version="1.0" encoding="utf-8"?>
<!-- Stub effect file for Rembrandt ported model-combined,
as that one is explicitly made active under Rembrandt to
provide glass/transparent surfaces with the ubershader.
For now it only disables the ubershader under Rembrandt for
the objects that use it, and replaces it with the default shader.
-->
<PropertyList>
  <name>Effects/model-combined-deferred</name>
  <inherits-from>Effects/model-combined</inherits-from>

  <technique n="7">
	<predicate>
	  <and>
		<property>/sim/rendering/shaders/model</property>
		<property>/sim/rendering/rembrandt/enabled</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>
				<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>
				<active>
					<use>blend/active</use>
				</active>
				<source>
					<use>blend/source</use>
				</source>
				<destination>
					<use>blend/destination</use>
				</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>
			<blend>
				<use>transparent</use>
			</blend>
			<alpha-test>
				<use>transparent</use>
			</alpha-test>
			<render-bin>
				<bin-number>
					<use>render-bin/bin-number</use>
				</bin-number>
				<bin-name>
					<use>render-bin/bin-name</use>
				</bin-name>
			</render-bin>
			<!-- Diffuse texture unit-->
			<texture-unit>
				<unit>0</unit>
				<image>
					<use>texture[0]/image</use>
				</image>
                <type>
                    <use>texture[0]/type</use>
                </type>
				<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>
			<!-- Reflection Noise texture unit-->
			<texture-unit>
				<unit>1</unit>
				<type>noise</type>
			</texture-unit>
			<!-- NormalMap texture unit-->
			<texture-unit>
				<unit>2</unit>
				<image>
					<use>texture[2]/image</use>
				</image>
                <type>
                    <use>texture[2]/type</use>
                </type>
				<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>
			<!-- LightMap texture unit-->
			<texture-unit>
				<unit>3</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>
			<!-- ReflectMap texture unit-->
			<texture-unit>
				<unit>4</unit>
				<image>
					<use>texture[4]/image</use>
				</image>
                <type>
                    <use>texture[4]/type</use>
                </type>
				<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>
			<!-- Reflection CubeMap texture unit-->
			<texture-unit>
				<unit>5</unit>
				<type>
					<use>texture[5]/type</use>
				</type>
				<!-- use this form for a cube cross -->
				<!--<image><use>texture[5]/image</use></image>-->
				<!-- END CubeCross -->
				<!-- use this form for a 6 image cube map -->
				<images>
					<use>texture[5]/images</use>
				</images>
				<!-- END 6 image cube map -->
			</texture-unit>
			<!-- Reflection fresnel texture unit-->
			<texture-unit>
				<unit>6</unit>
				<image>
					<use>texture[6]/image</use>
				</image>
                <type>
                    <use>texture[6]/type</use>
                </type>
				<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>
			<!-- Reflection rainbow texture unit-->
<!--			<texture-unit>
				<unit>7</unit>
				<image>
					<use>texture[7]/image</use>
				</image>
				<filter>
					<use>texture[7]/filter</use>
				</filter>
				<wrap-s>
					<use>texture[7]/wrap-s</use>
				</wrap-s>
				<wrap-t>
					<use>texture[7]/wrap-t</use>
				</wrap-t>
				<internal-format>
					<use>texture[7]/internal-format</use>
				</internal-format>
			</texture-unit>-->


			<vertex-program-two-side>
				<use>vertex-program-two-side</use>
			</vertex-program-two-side>

	  <program n="0">
		<vertex-shader n="0">Shaders/ubershader.vert</vertex-shader>
		<fragment-shader n="0">Shaders/ubershader-gbuffer.frag</fragment-shader>
		<fragment-shader n="1">Shaders/gbuffer-functions.frag</fragment-shader>
		<fragment-shader n="2">Shaders/gbuffer-encode.frag</fragment-shader>
	  </program>

			<uniform>
				<name>BaseTex</name>
				<type>sampler-2d</type>
				<value type="int">0</value>
			</uniform>

            <uniform>
				<name>ReflNoiseTex</name>
				<type>sampler-3d</type>
				<value type="int">1</value>
			</uniform>

			<uniform>
				<name>NormalTex</name>
				<type>sampler-2d</type>
				<value type="int">2</value>
			</uniform>

			<uniform>
				<name>LightMapTex</name>
				<type>sampler-2d</type>
				<value type="int">3</value>
			</uniform>

			<uniform>
				<name>ReflMapTex</name>
				<type>sampler-2d</type>
				<value type="int">4</value>
			</uniform>

			<uniform>
				<name>Environment</name>
				<type>sampler-cube</type>
				<value type="int">5</value>
			</uniform>

            <uniform>
                <name>ReflGradientsTex</name>
                <type>sampler-2d</type>
                <value type="int">6</value>
			</uniform>

			<!-- 			NORMAL MAP -->
			<!-- normalmap is used-->
			<uniform>
				<name>nmap_enabled</name>
				<type>int</type>
				<value>
					<use>normalmap-enabled</use>
				</value>
			</uniform>

			<!-- normalmap is .dds-->
			<uniform>
				<name>nmap_dds</name>
				<type>int</type>
				<value>
					<use>normalmap-dds</use>
				</value>
			</uniform>

			<uniform>
				<name>nmap_tile</name>
				<type>float</type>
				<value>
					<use>normalmap-tiling</use>
				</value>
			</uniform>

			<!-- 			LIGHTMAP -->
			<!-- lightmap is used -->
			<uniform>
				<name>lightmap_enabled</name>
				<type>int</type>
				<value>
					<use>lightmap-enabled</use>
				</value>
			</uniform>
			<!-- lightmap is multichannel -->
			<uniform>
				<name>lightmap_multi</name>
				<type>int</type>
				<value>
					<use>lightmap-multi</use>
				</value>
			</uniform>

			<uniform>
				<name>lightmap_r_factor</name>
				<type>float</type>
				<value>
					<use>lightmap-factor[0]</use>
				</value>
			</uniform>

			<uniform>
				<name>lightmap_r_color</name>
				<type>float-vec3</type>
				<value>
					<use>lightmap-color[0]</use>
				</value>
			</uniform>

			<uniform>
				<name>lightmap_g_factor</name>
				<type>float</type>
				<value>
					<use>lightmap-factor[1]</use>
				</value>
			</uniform>

			<uniform>
				<name>lightmap_g_color</name>
				<type>float-vec3</type>
				<value>
					<use>lightmap-color[1]</use>
				</value>
			</uniform>

			<uniform>
				<name>lightmap_b_factor</name>
				<type>float</type>
				<value>
					<use>lightmap-factor[2]</use>
				</value>
			</uniform>

			<uniform>
				<name>lightmap_b_color</name>
				<type>float-vec3</type>
				<value>
					<use>lightmap-color[2]</use>
				</value>
			</uniform>

			<uniform>
				<name>lightmap_a_factor</name>
				<type>float</type>
				<value>
					<use>lightmap-factor[3]</use>
				</value>
			</uniform>

			<uniform>
				<name>lightmap_a_color</name>
				<type>float-vec3</type>
				<value>
					<use>lightmap-color[3]</use>
				</value>
			</uniform>

			<!-- 			reflection is used -->
			<uniform>
				<name>refl_enabled</name>
				<type>int</type>
				<value>
					<use>reflection-enabled</use>
				</value>
			</uniform>
			<!-- reflection correction -->
			<uniform>
				<name>refl_correction</name>
				<type>float</type>
				<value>
					<use>reflection-correction</use>
				</value>
			</uniform>

			<!-- use a reflection map-->
			<uniform>
				<name>refl_map</name>
				<type>int</type>
				<value>
					<use>reflect-map-enabled</use>
				</value>
			</uniform>
			<!-- reflection is dynamic -->
			<uniform>
				<name>refl_dynamic</name>
				<type>int</type>
				<value>
					<use>reflection-dynamic</use>
				</value>
			</uniform>

			<!-- set the amount of fringing colour 0.0 - 1.0 -->
			<uniform>
				<name>refl_rainbow</name>
				<type>float</type>
				<value>
					<use>reflection-rainbow</use>
				</value>
			</uniform>

			<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
			<uniform>
				<name>refl_fresnel</name>
				<type>float</type>
				<value>
					<use>reflection-fresnel</use>
				</value>
			</uniform>

			<!-- set the amount of noisiness 0.0 - 1.0 -->
			<uniform>
				<name>refl_noise</name>
				<type>float</type>
				<value>
					<use>reflection-noise</use>
				</value>
			</uniform>

			<!-- dirt -->
			<uniform>
				<name>dirt_enabled</name>
				<type>int</type>
				<value>
					<use>dirt-enabled</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_multi</name>
				<type>int</type>
				<value>
					<use>dirt-multi</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_r_color</name>
				<type>float-vec3</type>
				<value>
					<use>dirt-color[0]</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_r_factor</name>
				<type>float</type>
				<value>
					<use>dirt-factor[0]</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_g_color</name>
				<type>float-vec3</type>
				<value>
					<use>dirt-color[1]</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_g_factor</name>
				<type>float</type>
				<value>
					<use>dirt-factor[1]</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_b_color</name>
				<type>float-vec3</type>
				<value>
					<use>dirt-color[2]</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_b_factor</name>
				<type>float</type>
				<value>
					<use>dirt-factor[2]</use>
				</value>
			</uniform>

			<!-- set the amount of ambient light correction 0.0 - 1.0  -->
			<uniform>
				<name>amb_correction</name>
				<type>float</type>
				<value>
					<use>ambient-correction</use>
				</value>
			</uniform>

			<uniform>
				<name>lonDeg</name>
				<type>float</type>
				<value>
					<use>pos-lon</use>
				</value>
			</uniform>

			<uniform>
				<name>latDeg</name>
				<type>float</type>
				<value>
					<use>pos-lat</use>
				</value>
			</uniform>

			<!-- 	    BEGIN fog include -->
			<!--<uniform>
				<name>visibility</name>
				<type>float</type>
				<value>
					<use>visibility</use>
				</value>
			</uniform>
			<uniform>
				<name>avisibility</name>
				<type>float</type>
				<value>
					<use>avisibility</use>
				</value>
			</uniform>
			<uniform>
				<name>hazeLayerAltitude</name>
				<type>float</type>
				<value>
					<use>lthickness</use>
				</value>
			</uniform>
			<uniform>
				<name>scattering</name>
				<type>float</type>
				<value>
					<use>scattering</use>
				</value>
			</uniform>
			<uniform>
				<name>terminator</name>
				<type>float</type>
				<value>
					<use>terminator</use>
				</value>
			</uniform>
			<uniform>
				<name>fogType</name>
				<type>int</type>
				<value>
					<use>fogtype</use>
				</value>
			</uniform>-->
			<!-- 			END fog include -->
			<uniform>
			  <name>rembrandt_enabled</name>
			  <type>int</type>
			  <value>
				<use>rembrandt</use>
			  </value>
			</uniform>
		</pass>
	</technique>
</PropertyList>