<?xml version="1.0" encoding="utf-8"?>

<PropertyList>
	<name>Effects/chute</name>
	<inherits-from>Effects/model-default</inherits-from>
	<parameters>
		<chute_force>1.0</chute_force>
		<chute_projection_z>0.0</chute_projection_z>
		<chute_fold>0.0</chute_fold>
		<chute_bend>0.0</chute_bend>
		<!-- 		END fog include -->
	</parameters>

  <technique n="4">
    <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>
      <render-bin>
        <bin-number>10</bin-number>
        <bin-name>DepthSortedBin</bin-name>
      </render-bin>
      <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>
      <vertex-program-two-side>
        <use>vertex-program-two-side</use>
      </vertex-program-two-side>
      <program>
        <vertex-shader>Shaders/chute-ALS.vert</vertex-shader>
        <fragment-shader>Shaders/model-ALS-base.frag</fragment-shader>
        <fragment-shader>Shaders/hazes.frag</fragment-shader>
        <fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
        <fragment-shader>Shaders/noise.frag</fragment-shader>
        <fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
      </program>
      <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>ground_scattering</name>
        <type>float</type>
        <value><use>ground_scattering</use></value>
      </uniform>
      <uniform>
	<name>terminator</name>
	<type>float</type>
	<value><use>terminator</use></value>
      </uniform>
      <uniform>
        <name>terrain_alt</name>
        <type>float</type>
        <value><use>terrain_alt</use></value>
      </uniform>
      <uniform>
        <name>overcast</name>
        <type>float</type>
        <value><use>overcast</use></value>
      </uniform>
     <uniform>
        <name>eye_alt</name>
        <type>float</type>
        <value><use>eye_alt</use></value>
      </uniform>
      <uniform>
        <name>cloud_self_shading</name>
        <type>float</type>
        <value><use>cloud_self_shading</use></value>
      </uniform>
      <uniform>
        <name>moonlight</name>
        <type>float</type>
        <value><use>moonlight</use></value>
      </uniform>
      <uniform>
        <name>air_pollution</name>
        <type>float</type>
        <value><use>air_pollution</use></value>
      </uniform>
      <uniform>
        <name>chute_force</name>
        <type>float</type>
        <value><use>chute_force</use></value>
      </uniform>
      <uniform>
        <name>chute_fold</name>
        <type>float</type>
        <value><use>chute_fold</use></value>
      </uniform>
      <uniform>
        <name>chute_bend</name>
        <type>float</type>
        <value><use>chute_bend</use></value>
      </uniform>
      <uniform>
        <name>chute_projection_z</name>
        <type>float</type>
        <value><use>chute_projection_z</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>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>view_pitch_offset</name>
        <type>float</type>
        <value><use>view_pitch_offset</use></value>
      </uniform>
      <uniform>
        <name>view_heading_offset</name>
        <type>float</type>
        <value><use>view_heading_offset</use></value>
      </uniform>
      <uniform>
        <name>field_of_view</name>
        <type>float</type>
        <value><use>view_fov</use></value>
      </uniform>
      <uniform>
        <name>landing_light1_offset</name>
        <type>float</type>
        <value><use>landing_light1_offset</use></value>
      </uniform>
      <uniform>
        <name>landing_light2_offset</name>
        <type>float</type>
        <value><use>landing_light2_offset</use></value>
      </uniform>
      <uniform>
        <name>landing_light3_offset</name>
        <type>float</type>
        <value><use>landing_light3_offset</use></value>
      </uniform>
  <uniform>
	<name>geo_light_r</name>
	<type>float</type>
	<value><use>geo_light_r</use></value>
  </uniform>
  <uniform>
	<name>geo_light_g</name>
	<type>float</type>
	<value><use>geo_light_g</use></value>
  </uniform>
  <uniform>
	<name>geo_light_b</name>
	<type>float</type>
	<value><use>geo_light_b</use></value>
  </uniform>
  <uniform>
	<name>geo_light_x</name>
	<type>float</type>
	<value><use>geo_light_x</use></value>
  </uniform>
  <uniform>
	<name>geo_light_y</name>
	<type>float</type>
	<value><use>geo_light_y</use></value>
  </uniform>
  <uniform>
	<name>geo_light_z</name>
	<type>float</type>
	<value><use>geo_light_z</use></value>
  </uniform>
  <uniform>
	<name>geo_light_radius</name>
	<type>float</type>
	<value><use>geo_light_radius</use></value>
  </uniform>
  <uniform>
	<name>geo_ambience</name>
	<type>float</type>
	<value><use>geo_ambience</use></value>
  </uniform>
      <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>
	<name>use_searchlight</name>
	<type>int</type>
	<value>	<use>use_searchlight</use></value>
      </uniform>
      <uniform>
	<name>use_landing_light</name>
	<type>int</type>
	<value>	<use>use_landing_light</use></value>
      </uniform>
      <uniform>
	<name>use_alt_landing_light</name>
	<type>int</type>
	<value>	<use>use_alt_landing_light</use></value>
      </uniform>
      <uniform>
	<name>use_geo_light</name>
	<type>int</type>
	<value>	<use>use_geo_light</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>  
      <uniform>
        <name>quality_level</name>
        <type>int</type>
        <value><use>quality_level</use></value>
      </uniform>
      <uniform>
        <name>tquality_level</name>
        <type>int</type>
        <value><use>tquality_level</use></value>
      </uniform>
    </pass>
  </technique>


</PropertyList>