<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
	<name>Effects/flutter</name>
	<inherits-from>Effects/model-default</inherits-from>
	<parameters>
		<vertex-program-two-side type="bool">true</vertex-program-two-side>
		<material>
			<color-mode-uniform>1</color-mode-uniform>
			<!-- DIFFUSE -->
		</material>
		<shade-model>smooth</shade-model>
                <!-- unused ?
		<wind-speed>
			<!- -<use>/environment/Vinson/rel-wind-speed-kts</use>- ->
			<use>/environment/config/boundary/entry[0]/wind-speed-kt</use>
		</wind-speed>
                -->
		<offset>0.0</offset>
		<amplitude-factor>0.08</amplitude-factor>
		<windE>
			<use>/environment/sea/surface/wind-from-east-fps</use>
		</windE>
		<windN>
			<use>/environment/sea/surface/wind-from-north-fps</use>
		</windN>
		<speed-kt>0.0</speed-kt>
		<heading-deg>0.0</heading-deg>

		<!--  fog include -->
		<visibility>
			<use>/environment/ground-visibility-m</use>
		</visibility>
		<avisibility>
			<use>/environment/visibility-m</use>
		</avisibility>
		<lthickness>
			<use>/environment/ground-haze-thickness-m</use>
		</lthickness>
		<scattering>
			<use>/rendering/scene/scattering</use>
		</scattering>
		<terminator>
			<use>/environment/terminator-relative-position-m</use>
		</terminator>
		<fogtype>
			<use>/sim/rendering/shaders/skydome</use>
		</fogtype>
		<!-- 	END fog include -->

	</parameters>

	<technique n="3">
		<predicate>
			<and>
			  <property>/sim/rendering/shaders/skydome</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>
			<texture-unit>
				<!-- The texture unit is always active because the shaders expect
             that. -->
				<unit>0</unit>
				<!-- If there is a texture, the type in the derived effect
        will be "2d". -->
				<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>
				<!--
        <internal-format>
          <use>texture[0]/internal-format</use>
        </internal-format>
        -->
			</texture-unit>
			<texture-unit>
				<unit>1</unit>
				<type>noise</type>
			</texture-unit>
			<vertex-program-two-side>
				<use>vertex-program-two-side</use>
			</vertex-program-two-side>
			<program>

				<vertex-shader>Shaders/flutter-ALS.vert</vertex-shader>
				<fragment-shader>Shaders/terrain-ALS-base.frag</fragment-shader>
				<fragment-shader>Shaders/hazes.frag</fragment-shader>
			</program>
			<!--<uniform>
				<name>texture</name>
				<type>sampler-2d</type>
				<value type="int">0</value>
			</uniform>-->
			<uniform>
				<name>colorMode</name>
				<type>int</type>
				<value>
					<use>material/color-mode-uniform</use>
				</value>
			</uniform>
			<!-- uniform> unused?
				<name>WindSpeed</name>
				<type>float</type>
				<value>
					<use>wind-speed</use>
				</value>
			</uniform-->
			<uniform>
				<name>Offset</name>
				<type>float</type>
				<value>
					<use>offset</use>
				</value>
			</uniform>
			<uniform>
				<name>AmpFactor</name>
				<type>float</type>
				<value>
					<use>amplitude-factor</use>
				</value>
			</uniform>
			<uniform>
				<name>Noise</name>
				<type>sampler-3d</type>
				<value type="int">1</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>spd</name>
				<type>float</type>
				<value>
					<use>speed-kt</use>
				</value>
			</uniform>
			<uniform>
				<name>hdg</name>
				<type>float</type>
				<value>
					<use>heading-deg</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 -->
		</pass>
	</technique>



	<technique n="9">
		<predicate>
			<and>
				<property>/sim/rendering/shaders/quality-level</property>
				<property>/sim/rendering/shaders/generic</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>
			<texture-unit>
				<!-- The texture unit is always active because the shaders expect
             that. -->
				<unit>0</unit>
				<!-- If there is a texture, the type in the derived effect
        will be "2d". -->
				<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>
				<!--
        <internal-format>
          <use>texture[0]/internal-format</use>
        </internal-format>
        -->
			</texture-unit>
			<texture-unit>
				<unit>1</unit>
				<type>noise</type>
			</texture-unit>
			<vertex-program-two-side>
				<use>vertex-program-two-side</use>
			</vertex-program-two-side>
			<program>
<!-- 				<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
				<vertex-shader n="1">Shaders/flutter.vert</vertex-shader>
				<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
				<fragment-shader n="1">Shaders/default.frag</fragment-shader>
			</program>
			<!--<uniform>
				<name>texture</name>
				<type>sampler-2d</type>
				<value type="int">0</value>
			</uniform>-->
			<uniform>
				<name>colorMode</name>
				<type>int</type>
				<value>
					<use>material/color-mode-uniform</use>
				</value>
			</uniform>
			<!-- uniform> unused?
				<name>WindSpeed</name>
				<type>float</type>
				<value>
					<use>wind-speed</use>
				</value>
			</uniform-->
			<uniform>
				<name>Offset</name>
				<type>float</type>
				<value>
					<use>offset</use>
				</value>
			</uniform>
			<uniform>
				<name>AmpFactor</name>
				<type>float</type>
				<value>
					<use>amplitude-factor</use>
				</value>
			</uniform>
			<uniform>
				<name>Noise</name>
				<type>sampler-3d</type>
				<value type="int">1</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>spd</name>
				<type>float</type>
				<value>
					<use>speed-kt</use>
				</value>
			</uniform>
			<uniform>
				<name>hdg</name>
				<type>float</type>
				<value>
					<use>heading-deg</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 -->
		</pass>
	</technique>

</PropertyList>