<?xml version="1.0" encoding="utf-8"?>
<!-- generic road effect for OSM detailed roads -->

<PropertyList>
  <name>Effects/road</name>
  <inherits-from>Effects/model-combined-deferred</inherits-from>

  <parameters>
	<texture n="7">
      		<image>Textures/Terrain/grain_texture.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>
	<grain-texture-enabled type="int">0</grain-texture-enabled>
	<grain-magnification type="float">50</grain-magnification>
        <lightmap-enabled type="int">1</lightmap-enabled>
	<normalmap-enabled>0</normalmap-enabled>
        <lightmap-color type="vec3d" n="0"> 0.941 0.682 0.086 </lightmap-color>
    	<snow_level><use>/environment/snow-level-m</use></snow_level>
    	<snow_thickness_factor><use>/environment/surface/snow-thickness-factor</use></snow_thickness_factor>
	<road-traffic-enabled><use>/sim/rendering/osm/road-traffic-enabled</use></road-traffic-enabled>
	<road-traffic-density><use>/sim/rendering/osm/road-traffic-density</use></road-traffic-density>
	<road-traffic-direction><use>/sim/rendering/osm/road-traffic-direction</use></road-traffic-direction>
	<road-traffic-variation><use>/sim/rendering/osm/road-traffic-daily-variation</use></road-traffic-variation>
	<road-light-factor><use>/environment/lightmap-factor</use></road-light-factor>
  </parameters>
  
  <generate>
		    <tangent type="int">6</tangent>
		    <binormal type="int">7</binormal>
  </generate>

   <technique n="3">
	   <predicate>
		   <and>
			   <property>/sim/rendering/shaders/skydome</property>
			   <property>/sim/rendering/shaders/quality-level</property>
			   <property>/sim/rendering/shaders/model</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>
		   <rendering-hint>
			   <use>rendering-hint</use>
		   </rendering-hint>
		   <blend>
			   <use>transparent</use>
		   </blend>
		   <alpha-test>
			   <use>transparent</use>
		   </alpha-test>
		   <render-bin>
			   <bin-number>
				   <use>render-bin/bin-number</use>
			   </bin-number>
			   <bin-name>
				   <use>render-bin/bin-name</use>
			   </bin-name>
		   </render-bin>
		   <!-- Diffuse texture unit-->
		   <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>
		   <!-- Reflection Noise texture unit-->
		   <texture-unit>
			   <unit>1</unit>
			   <type>noise</type>
		   </texture-unit>
		   <!-- NormalMap 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>
		 
		   <!-- ReflectMap 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>
		   <!-- Reflection CubeMap texture unit-->
		   <texture-unit>
			   <unit>5</unit>
			   <type>
				   <use>texture[5]/type</use>
			   </type>
			   <!-- use this form for a cube cross -->
			   <!--<image>
			   <use>texture[5]/image</use>
		   </image>-->
			   <!-- END CubeCross -->
			   <!-- use this form for a 6 image cube map -->
			   <images>
				   <use>texture[5]/images</use>
			   </images>
			   <!-- END 6 image cube map -->
			   </texture-unit>
			   <!-- Reflection gradients 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>
			   <!-- Grain texture -->
		  	   <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>
			   
			   <vertex-program-two-side>
				   <use>vertex-program-two-side</use>
			   </vertex-program-two-side>
			   
			   <program>
				<vertex-shader>Shaders/model-ALS-ultra.vert</vertex-shader>
			 	<fragment-shader>Shaders/road-ALS-ultra.frag</fragment-shader>
				<fragment-shader>Shaders/cloud-shadowfunc.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>
				<attribute>
					    <name>tangent</name>
					    <index>6</index>
				</attribute>
				<attribute>
					    <name>binormal</name>
					    <index>7</index>
				</attribute>
				
			   </program>
			   
			   <uniform>
				   <name>BaseTex</name>
				   <type>sampler-2d</type>
				   <value type="int">0</value>
			   </uniform>
			   
			   <uniform>
				   <name>ReflNoiseTex</name>
				   <type>sampler-3d</type>
				   <value type="int">1</value>
			   </uniform>
			   
			   <uniform>
				   <name>NormalTex</name>
				   <type>sampler-2d</type>
				   <value type="int">2</value>
			   </uniform>
			   
			   
			   <uniform>
				   <name>ReflMapTex</name>
				   <type>sampler-2d</type>
				   <value type="int">4</value>
			   </uniform>
			   
			   <uniform>
				   <name>Environment</name>
				   <type>sampler-cube</type>
				   <value type="int">5</value>
			   </uniform>
			   
			   <uniform>
				   <name>ReflGradientsTex</name>
				   <type>sampler-2d</type>
				   <value type="int">6</value>
			   </uniform>
			   
			   <uniform>
				   <name>GrainTex</name>
				   <type>sampler-2d</type>
				   <value type="int">7</value>
		 	   </uniform>
			   
			   <!-- 			NORMAL MAP -->
			   <!-- normalmap is used-->
			   <uniform>
				   <name>nmap_enabled</name>
				   <type>int</type>
				   <value>
					   <use>normalmap-enabled</use>
				   </value>
			   </uniform>
			   
			   <!-- normalmap is .dds-->
			   <uniform>
				   <name>nmap_dds</name>
				   <type>int</type>
				   <value>
					   <use>normalmap-dds</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>nmap_tile</name>
				   <type>float</type>
				   <value>
					   <use>normalmap-tiling</use>
				   </value>
			   </uniform>
			   
			  
			   
			   <!-- reflection is used -->
			   <uniform>
				   <name>refl_enabled</name>
				   <type>int</type>
				   <value>
					   <use>reflection-enabled</use>
				   </value>
			   </uniform>
			   <!-- reflection correction -->
			   <uniform>
				   <name>refl_correction</name>
				   <type>float</type>
				   <value>
					   <use>reflection-correction</use>
				   </value>
			   </uniform>

			   <!-- Fresnel reflectivity -->
			   <uniform>
				   <name>refl_fresnel_factor</name>
				   <type>float</type>
				   <value>
					   <use>reflection-fresnel-factor</use>
				   </value>
			   </uniform>
			   
			   <!-- use a reflection map-->
			   <uniform>
				   <name>refl_map</name>
				   <type>int</type>
				   <value>
					   <use>reflect-map-enabled</use>
				   </value>
			   </uniform>

			   <!-- how are colors merged in a reflection-->
			   <uniform>
				   <name>refl_type</name>
				   <type>int</type>
				   <value>
					   <use>reflection-type</use>
				   </value>
			   </uniform>


			   <!-- reflection is dynamic -->
			   <uniform>
				   <name>refl_dynamic</name>
				   <type>int</type>
				   <value>
					   <use>reflection-dynamic</use>
				   </value>
			   </uniform>
			   
			   <!-- set the amount of fringing colour 0.0 - 1.0 -->
			   <uniform>
				   <name>refl_rainbow</name>
				   <type>float</type>
				   <value>
					   <use>reflection-rainbow</use>
				   </value>
			   </uniform>
			   
			   <!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
			   <uniform>
				   <name>refl_fresnel</name>
				   <type>float</type>
				   <value>
					   <use>reflection-fresnel</use>
				   </value>
			   </uniform>
			   
			   <!-- set the amount of noisiness 0.0 - 1.0 -->
			   <uniform>
				   <name>refl_noise</name>
				   <type>float</type>
				   <value>
					   <use>reflection-noise</use>
				   </value>
			   </uniform>
			   
			   <!-- dirt -->
			   <uniform>
				   <name>dirt_enabled</name>
				   <type>int</type>
				   <value>
					   <use>dirt-enabled</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>dirt_multi</name>
				   <type>int</type>
				   <value>
					   <use>dirt-multi</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>dirt_r_color</name>
				   <type>float-vec3</type>
				   <value>
					   <use>dirt-color[0]</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>dirt_r_factor</name>
				   <type>float</type>
				   <value>
					   <use>dirt-factor[0]</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>dirt_g_color</name>
				   <type>float-vec3</type>
				   <value>
					   <use>dirt-color[1]</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>dirt_g_factor</name>
				   <type>float</type>
				   <value>
					   <use>dirt-factor[1]</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>dirt_b_color</name>
				   <type>float-vec3</type>
				   <value>
					   <use>dirt-color[2]</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>dirt_b_factor</name>
				   <type>float</type>
				   <value>
					   <use>dirt-factor[2]</use>
				   </value>
			   </uniform>

			   <!-- road traffic -->
			   <uniform>
				   <name>road_traffic_enabled</name>
				   <type>int</type>
				   <value>
					   <use>road-traffic-enabled</use>
				   </value>
			   </uniform>

			   <uniform>
				   <name>road_traffic_density</name>
				   <type>float</type>
				   <value>
					   <use>road-traffic-density</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>road_traffic_variation</name>
				   <type>float</type>
				   <value>
					   <use>road-traffic-variation</use>
				   </value>
			   </uniform>

			   <uniform>
				   <name>road_traffic_direction</name>
				   <type>int</type>
				   <value>
					   <use>road-traffic-direction</use>
				   </value>
			   </uniform>

			   <!-- road illumination -->

			   <uniform>
				   <name>streetlight_color</name>
				   <type>float-vec3</type>
				   <value>
					   <use>lightmap-color</use>
				   </value>
			   </uniform>

			   <uniform>
				   <name>streetlight_factor</name>
				   <type>float</type>
				   <value>
					   <use>road-light-factor</use>
				   </value>
			   </uniform>
			   

			   <!-- use a grain texture map-->
		  	   <uniform>
				   <name>grain_texture_enabled</name>
				   <type>int</type>
				   <value>
			  	   	<use>grain-texture-enabled</use>
				   </value>
		  	   </uniform>
		  
		  	   <uniform>
				   <name>grain_magnification</name>
				   <type>float</type>
				   <value>
			  		<use>grain-magnification</use>
				   </value>
		  	   </uniform>

			   <!-- simulate wetness, snow and rain-->
		  	   <uniform>
				   <name>rain_enabled</name>
				   <type>int</type>
				   <value>
			  	   	<use>rain-enabled</use>
				   </value>
		  	   </uniform>

			   <uniform>
        			   <name>snowlevel</name>
        			   <type>float</type>
        			   <value><use>snow_level</use></value>
      			   </uniform>

			   <uniform>
				   <name>snow_thickness_factor</name>
				   <type>float</type>
				   <value><use>snow_thickness_factor</use></value>
			   </uniform>

			   <!-- set the amount of ambient light correction 0.0 - 1.0  -->
			   <uniform>
				   <name>amb_correction</name>
				   <type>float</type>
				   <value>
					   <use>ambient-correction</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>hdg</name>
				   <type>float</type>
				   <value>
					   <use>model-hdg</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>pitch</name>
				   <type>float</type>
				   <value>
					   <use>model-pitch</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>roll</name>
				   <type>float</type>
				   <value>
					   <use>model-roll</use>
				   </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>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>rain_norm</name>
       				   <type>float</type>
       				   <value><use>rnorm</use></value>
     			   </uniform>
   			   <uniform>
        			   <name>wetness</name>
       				   <type>float</type>
       				   <value><use>wetness</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>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>

			  <!-- cloud shadows -->
 			   <uniform>
       				  <name>cloudpos1_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos1_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos1_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos1_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos2_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos2_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos2_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos2_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos3_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos3_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos3_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos3_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos4_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos4_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos4_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos4_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos5_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos5_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos5_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos5_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos6_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos6_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos6_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos6_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos7_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos7_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos7_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos7_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos8_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos8_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos8_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos8_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos9_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos9_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos9_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos9_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos10_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos10_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos10_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos10_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos11_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos11_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos11_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos11_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos12_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos12_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos12_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos12_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos13_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos13_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos13_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos13_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos14_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos14_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos14_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos14_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos15_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos15_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos15_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos15_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos16_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos16_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos16_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos16_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos17_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos17_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos17_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos17_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos18_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos18_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos18_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos18_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos19_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos19_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos19_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos19_y</use></value>
      			   </uniform>
			   <uniform>
       				  <name>cloudpos20_x</name>
        			  <type>float</type>
        		   <value><use>cloudpos20_x</use></value>
      			   </uniform>
	  		   <uniform>
       				  <name>cloudpos20_y</name>
        			  <type>float</type>
        			  <value><use>cloudpos20_y</use></value>
      			   </uniform>
	  		   <uniform>
        			  <name>cloud_shadow_flag</name>
        			  <type>int</type>
        			  <value><use>cloud_shadow_flag</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>