<?xml version='1.0' encoding='UTF-8'?> <PropertyList> <name>Effects/skydome</name> <parameters> <mie> <use>/sim/rendering/mie</use> </mie> <rayleigh> <use>/sim/rendering/rayleigh</use> </rayleigh> <density> <use>/sim/rendering/dome-density</use> </density> <overcast> <use>/rendering/scene/overcast</use> </overcast> <saturation> <use>/rendering/scene/saturation</use> </saturation> <scattering> <use>/rendering/scene/scattering</use> </scattering> <visibility> <use>/environment/ground-visibility-m</use> </visibility> <avisibility> <use>/environment/visibility-m</use> </avisibility> <ice_hex_col> <use>/environment/scattering-phenomena/ice-hexagonal-column-factor</use> </ice_hex_col> <ice_hex_sheet> <use>/environment/scattering-phenomena/ice-hexagonal-sheet-factor</use> </ice_hex_sheet> <parhelic> <use>/environment/scattering-phenomena/parhelic-factor</use> </parhelic> <ring> <use>/environment/scattering-phenomena/ring-factor</use> </ring> <aurora_strength> <use>/environment/aurora/strength</use> </aurora_strength> <aurora_vsize> <use>/environment/aurora/vsize</use> </aurora_vsize> <aurora_hsize> <use>/environment/aurora/hsize</use> </aurora_hsize> <aurora_ray_factor> <use>/environment/aurora/ray-factor</use> </aurora_ray_factor> <aurora_penetration_factor> <use>/environment/aurora/penetration-factor</use> </aurora_penetration_factor> <lthickness> <use>/environment/ground-haze-thickness-m</use> </lthickness> <terminator> <use>/environment/terminator-relative-position-m</use> </terminator> <terrain_alt> <use>/environment/mean-terrain-elevation-m</use> </terrain_alt> <cloud_self_shading> <use>/environment/cloud-self-shading</use> </cloud_self_shading> <horizon_roughness> <use>/local-weather/config/small-scale-persistence</use> </horizon_roughness> <display_xsize> <use>/sim/startup/xsize</use> </display_xsize> <display_ysize> <use>/sim/startup/ysize</use> </display_ysize> <view_pitch_offset> <use>/sim/current-view/pitch-offset-deg</use> </view_pitch_offset> <view_heading_offset> <use>/sim/current-view/heading-offset-deg</use> </view_heading_offset> <view_fov> <use>/sim/current-view/field-of-view</use> </view_fov> <use_searchlight> <use>/sim/rendering/als-secondary-lights/use-searchlight</use> </use_searchlight> <use_landing_light> <use>/sim/rendering/als-secondary-lights/use-landing-light</use> </use_landing_light> <use_alt_landing_light> <use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use> </use_alt_landing_light> <landing_light1_offset> <use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use> </landing_light1_offset> <landing_light2_offset> <use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use> </landing_light2_offset> <landing_light3_offset> <use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use> </landing_light3_offset> <use_filtering> <use>/sim/rendering/als-filters/use-filtering</use> </use_filtering> <gamma> <use>/sim/rendering/als-filters/gamma</use> </gamma> <brightness> <use>/sim/rendering/als-filters/brightness</use> </brightness> <use_night_vision> <use>/sim/rendering/als-filters/use-night-vision</use> </use_night_vision> <use_IR_vision> <use>/sim/rendering/als-filters/use-IR-vision</use> </use_IR_vision> <fact_grey> <use>/sim/rendering/als-filters/grey-factor</use> </fact_grey> <fact_black> <use>/sim/rendering/als-filters/black-factor</use> </fact_black> <delta_T>-50.0</delta_T> <air_pollution> <use>/environment/air-pollution-norm</use> </air_pollution> </parameters> <!-- fall back without shaders --> <technique n="9"> <pass> <lighting>false</lighting> <shade-model>smooth</shade-model> <cull-face>back</cull-face> </pass> </technique> <technique n="19"> <scheme>als-lighting</scheme> <predicate> <and> <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> <shade-model>smooth</shade-model> <cull-face>back</cull-face> <program> <vertex-shader>Shaders/ALS/skydome.vert</vertex-shader> <fragment-shader>Shaders/ALS/skydome.frag</fragment-shader> <fragment-shader>Shaders/ALS/noise.frag</fragment-shader> <fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader> <fragment-shader>Shaders/ALS/filters.frag</fragment-shader> </program> <uniform> <name>mK</name> <type>float</type> <value> <use>mie</use> </value> </uniform> <uniform> <name>rK</name> <type>float</type> <value> <use>rayleigh</use> </value> </uniform> <uniform> <name>density</name> <type>float</type> <value> <use>density</use> </value> </uniform> <uniform> <name>overcast</name> <type>float</type> <value> <use>overcast</use> </value> </uniform> <uniform> <name>saturation</name> <type>float</type> <value> <use>saturation</use> </value> </uniform> <uniform> <name>scattering</name> <type>float</type> <value> <use>scattering</use> </value> </uniform> <uniform> <name>visibility</name> <type>float</type> <value> <use>visibility</use> </value> </uniform> <uniform> <name>hazeLayerAltitude</name> <type>float</type> <value> <use>lthickness</use> </value> </uniform> <uniform> <name>terminator</name> <type>float</type> <value> <use>terminator</use> </value> </uniform> <uniform> <name>avisibility</name> <type>float</type> <value> <use>avisibility</use> </value> </uniform> <uniform> <name>terrain_alt</name> <type>float</type> <value> <use>terrain_alt</use> </value> </uniform> <uniform> <name>cloud_self_shading</name> <type>float</type> <value> <use>cloud_self_shading</use> </value> </uniform> <uniform> <name>air_pollution</name> <type>float</type> <value> <use>air_pollution</use> </value> </uniform> <uniform> <name>ice_hex_col</name> <type>float</type> <value> <use>ice_hex_col</use> </value> </uniform> <uniform> <name>parhelic</name> <type>float</type> <value> <use>parhelic</use> </value> </uniform> <uniform> <name>ring</name> <type>float</type> <value> <use>ring</use> </value> </uniform> <uniform> <name>ice_hex_sheet</name> <type>float</type> <value> <use>ice_hex_sheet</use> </value> </uniform> <uniform> <name>aurora_strength</name> <type>float</type> <value> <use>aurora_strength</use> </value> </uniform> <uniform> <name>aurora_vsize</name> <type>float</type> <value> <use>aurora_vsize</use> </value> </uniform> <uniform> <name>aurora_hsize</name> <type>float</type> <value> <use>aurora_hsize</use> </value> </uniform> <uniform> <name>aurora_ray_factor</name> <type>float</type> <value> <use>aurora_ray_factor</use> </value> </uniform> <uniform> <name>aurora_penetration_factor</name> <type>float</type> <value> <use>aurora_penetration_factor</use> </value> </uniform> <uniform> <name>horizon_roughness</name> <type>float</type> <value> <use>horizon_roughness</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>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> <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>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>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>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> </pass> </technique> </PropertyList>