<?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>