<?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="7">
		  <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>

   <!-- 	Rembrandt rendering -->
   <technique n="8">
	   <predicate>
		   <and>
			   <property>/sim/rendering/shaders/model</property>
			   <property>/sim/rendering/rembrandt/enabled</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>
		   <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>
		   <rendering-hint>
			   <use>rendering-hint</use>
		   </rendering-hint>
		   <blend>
			   <use>transparent</use>
		   </blend>
		   <alpha-test>
			   <use>transparent</use>
		   </alpha-test>
		   <render-bin>
			   <bin-number>111</bin-number>
			   <bin-name>DepthSortedBin</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>
		   <!-- LightMap 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>
		   <!-- 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>

			   <vertex-program-two-side>
				   <use>vertex-program-two-side</use>
			   </vertex-program-two-side>
			   
			   <program>
				   <!-- 				<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
					   <vertex-shader n="1">Shaders/ubershader.vert</vertex-shader>
					   <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
					   <fragment-shader n="1">Shaders/ubershader.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>LightMapTex</name>
				   <type>sampler-2d</type>
				   <value type="int">3</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>

			   <!-- 			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>
			   
			   <!-- 			LIGHTMAP -->
			   <!-- lightmap is used -->
			   <uniform>
				   <name>lightmap_enabled</name>
				   <type>int</type>
				   <value>
					   <use>lightmap-enabled</use>
				   </value>
			   </uniform>
			   <!-- lightmap is multichannel -->
			   <uniform>
				   <name>lightmap_multi</name>
				   <type>int</type>
				   <value>
					   <use>lightmap-multi</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>lightmap_r_factor</name>
				   <type>float</type>
				   <value>
					   <use>lightmap-factor[0]</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>lightmap_r_color</name>
				   <type>float-vec3</type>
				   <value>
					   <use>lightmap-color[0]</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>lightmap_g_factor</name>
				   <type>float</type>
				   <value>
					   <use>lightmap-factor[1]</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>lightmap_g_color</name>
				   <type>float-vec3</type>
				   <value>
					   <use>lightmap-color[1]</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>lightmap_b_factor</name>
				   <type>float</type>
				   <value>
					   <use>lightmap-factor[2]</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>lightmap_b_color</name>
				   <type>float-vec3</type>
				   <value>
					   <use>lightmap-color[2]</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>lightmap_a_factor</name>
				   <type>float</type>
				   <value>
					   <use>lightmap-factor[3]</use>
				   </value>
			   </uniform>
			   
			   <uniform>
				   <name>lightmap_a_color</name>
				   <type>float-vec3</type>
				   <value>
					   <use>lightmap-color[3]</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>
			   
			   <!-- use a reflection map-->
			   <uniform>
				   <name>refl_map</name>
				   <type>int</type>
				   <value>
					   <use>reflect-map-enabled</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>
			   
			   <!-- 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>fogType</name>
				   <type>int</type>
				   <value>
					   <use>fogtype</use>
				   </value>
			   </uniform>
			   <!-- 			END fog include -->
			   <uniform>
				   <name>rembrandt_enabled</name>
				   <type>int</type>
				   <value>
					   <use>rembrandt</use>
				   </value>
			   </uniform>
		</pass>
	</technique>
</PropertyList>