<?xml version='1.0' encoding='UTF-8'?> <!-- Stub effect file for transparent Rembrandt ported model-combined, to provide glass/transparent surfaces with the ubershader active, and fallback to plain transparency when the model shader is disabled. --> <PropertyList> <name>Effects/model-combined-transparent</name> <inherits-from>Effects/model-combined</inherits-from> <technique n="6"> <predicate> <and> <equal> <float-property>/sim/rendering/shaders/model</float-property> <value type="float">0.0</value> </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> <depth> <write-mask type="bool">false</write-mask> </depth> <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>111</bin-number> <bin-name>DepthSortedBin</bin-name> </render-bin> <texture-unit> <unit>0</unit> <active> <use>texture[0]/active</use> </active> <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> --> <environment> <mode>modulate</mode> </environment> </texture-unit> <!-- A two-sided lighting model is set by default near the root of the scene graph. Perhaps that ought to be set in this effect? --> </pass> </technique> </PropertyList>