<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
  <name>Effects/bowwave</name>
  <inherits-from>Effects/model-default</inherits-from>
  <parameters>
    <texture n="0">
      <image>/Textures/Water/water-reflection.png</image>
      <type>2d</type>
      <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/perlin-noise-nm.dds</image>
      <type>2d</type>
      <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/waves-ver10-dudv.dds</image>
      <type>2d</type>
      <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>
      <type>2d</type>
      <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>
      <type>2d</type>
      <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/bowwave3.dds</image>
      <type>2d</type>
      <filter>linear-mipmap-linear</filter>
      <wrap-s>repeat</wrap-s>
      <wrap-t>repeat</wrap-t>
      <internal-format>normalized</internal-format>
    </texture>
    <texture n="7">
      <image>/Textures/Water/bowwave_normal.dds</image>
      <type>2d</type>
      <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>
    <windE>
      <use>/environment/sea/surface/wind-from-east-fps</use>
    </windE>
    <windN>
      <use>/environment/sea/surface/wind-from-north-fps</use>
    </windN>
    <speed-kt>
      <use>/environment/Vinson/spd-kt</use>
    </speed-kt>
    <heading-deg>
      <use>/environment/Vinson/hdg-deg</use>
    </heading-deg>
    <shade-model>smooth</shade-model>
    <rendering-hint>transparent</rendering-hint>
    <transparent>true</transparent>
    <render-bin>
      <bin-number type="int">6</bin-number>
      <bin-name>DepthSortedBin</bin-name>
    </render-bin>
    <!-- 	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>
    <ground_scattering>
      <use>/environment/surface/scattering</use>
    </ground_scattering>
    <terminator>
      <use>/environment/terminator-relative-position-m</use>
    </terminator>
    <terrain_alt>
      <use>/environment/mean-terrain-elevation-m</use>
    </terrain_alt>
    <overcast>
      <use>/rendering/scene/overcast</use>
    </overcast>
    <eye_alt>
      <use>/sim/rendering/eye-altitude-m</use>
    </eye_alt>
    <cloud_self_shading>
      <use>/environment/cloud-self-shading</use>
    </cloud_self_shading>
    <moonlight>
      <use>/environment/moonlight</use>
    </moonlight>
    <fogtype>
      <use>/sim/rendering/shaders/skydome</use>
    </fogtype>
    <quality_level>
      <use>/sim/rendering/shaders/landmass</use>
    </quality_level>
    <!-- sea colors -->
    <sea_r>
      <use>/environment/sea/color_r</use>
    </sea_r>
    <sea_g>
      <use>/environment/sea/color_g</use>
    </sea_g>
    <sea_b>
      <use>/environment/sea/color_b</use>
    </sea_b>
    <!-- 	END fog include -->
  </parameters>
  <technique n="6">
    <!-- FIXME: this technique number overlaps the one in model-default -->
    <predicate>
      <and>
        <property>/sim/rendering/shaders/quality-level</property>
        <property>/sim/rendering/shaders/water</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/Default/water-orig.vert</vertex-shader>
        <fragment-shader>Shaders/Default/water-orig.frag</fragment-shader>
      </program>
      <uniform>
        <name>texture</name>
        <type>sampler-3d</type>
        <value type="int">0</value>
      </uniform>
    </pass>
  </technique>
  <technique n="7">
    <predicate>
      <and>
        <property>/sim/rendering/shaders/quality-level</property>
        <property>/sim/rendering/shaders/water</property>
        <less-equal>
          <value type="float">2.0</value>
          <float-property>/sim/rendering/shaders/water</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>
        <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>
        <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>
      <texture-unit>
        <unit>1</unit>
        <type>noise</type>
      </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>
      <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>
      <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>
      <texture-unit>
        <unit>5</unit>
        <image>
          <use>texture[5]/image</use>
        </image>
        <type>
          <use>texture[5]/type</use>
        </type>
        <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>
        <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>
      <texture-unit>
        <unit>7</unit>
        <image>
          <use>texture[7]/image</use>
        </image>
        <type>
          <use>texture[7]/type</use>
        </type>
        <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>
      <program>
        <!-- 				<vertex-shader>Shaders/Default/include_fog.vert</vertex-shader> -->
        <vertex-shader>Shaders/Default/wake.vert</vertex-shader>
        <fragment-shader>Shaders/Default/include_fog.frag</fragment-shader>
        <fragment-shader>Shaders/Default/bowwave.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>alpha_tex</name>
        <type>sampler-2d</type>
        <value type="int">6</value>
      </uniform>
      <uniform>
        <name>bowwave_nmap</name>
        <type>sampler-2d</type>
        <value type="int">7</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>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>
      <uniform>
        <name>Noise</name>
        <type>sampler-3d</type>
        <value type="int">1</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="18">
    <scheme>als-lighting</scheme>
    <predicate>
      <and>
        <property>/sim/rendering/shaders/quality-level</property>
        <property>/sim/rendering/shaders/water</property>
        <less-equal>
          <value type="float">2.0</value>
          <float-property>/sim/rendering/shaders/water</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>
        <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>
        <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>
      <texture-unit>
        <unit>1</unit>
        <type>noise</type>
      </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>
      <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>
      <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>
      <texture-unit>
        <unit>5</unit>
        <image>
          <use>texture[5]/image</use>
        </image>
        <type>
          <use>texture[5]/type</use>
        </type>
        <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>
        <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>
      <texture-unit>
        <unit>7</unit>
        <image>
          <use>texture[7]/image</use>
        </image>
        <type>
          <use>texture[7]/type</use>
        </type>
        <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>
      <program>
        <vertex-shader n="0">Shaders/ALS/wake.vert</vertex-shader>
        <fragment-shader n="0">Shaders/ALS/bowwave.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>alpha_tex</name>
        <type>sampler-2d</type>
        <value type="int">6</value>
      </uniform>
      <uniform>
        <name>bowwave_nmap</name>
        <type>sampler-2d</type>
        <value type="int">7</value>
      </uniform>
      <uniform>
        <name>saturation</name>
        <type>float</type>
        <!--<value>0.4</value>-->
        <value>
          <use>saturation</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>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>
      <uniform>
        <name>Noise</name>
        <type>sampler-3d</type>
        <value type="int">1</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>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>
      <!-- filtering -->
      <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>fact_grey</name>
        <type>float</type>
        <value>
          <use>fact_grey</use>
        </value>
      </uniform>
      <uniform>
        <name>fact_black</name>
        <type>float</type>
        <value>
          <use>fact_black</use>
        </value>
      </uniform>
      <!-- sea colors -->
      <uniform>
        <name>sea_r</name>
        <type>float</type>
        <value>
          <use>sea_r</use>
        </value>
      </uniform>
      <uniform>
        <name>sea_g</name>
        <type>float</type>
        <value>
          <use>sea_g</use>
        </value>
      </uniform>
      <uniform>
        <name>sea_b</name>
        <type>float</type>
        <value>
          <use>sea_b</use>
        </value>
      </uniform>
      <uniform>
        <name>quality_level</name>
        <type>int</type>
        <value>
          <use>quality_level</use>
        </value>
      </uniform>
      <!-- 			END fog include -->
    </pass>
  </technique>
</PropertyList>