<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
	<name>Effects/test</name>
	<parameters>
		<texture n ="0">
		</texture>
	</parameters>
	<technique n="10">
		<predicate>
			<and>
				<property>/sim/rendering/shaders/generic</property>
				<less-equal>
					<value type="float">1.0</value>
					<shader-language/>
				</less-equal>
			</and>
		</predicate>
		<pass n="0">
			<!-- This is apparently not used, so maybe we'll blow it way soon. -->
			<lighting>true</lighting>
			<material>
				<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
				<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
				<color-mode>off</color-mode>
			</material>
			<alpha-test>
				<comparison>greater</comparison>
				<reference type="float">0.01</reference>
			</alpha-test>
			<shade-model>smooth</shade-model>
			<blend>
				<source>src-alpha</source>
				<destination>one-minus-src-alpha</destination>
			</blend>
			<depth>
				<write-mask>false</write-mask>
			</depth>
			<render-bin>
				<bin-number>10</bin-number>
				<bin-name>DepthSortedBin</bin-name>
			</render-bin>
			<texture-unit>
				<unit>0</unit>
				<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>
				<!--<wrap-s>clamp</wrap-s>
        <wrap-t>clamp</wrap-t>-->
			</texture-unit>
			<!--<attribute>
        <mypars type="vec3">0 0 0</mypars>
        <value type="int">10</value>
      </attribute>-->
			<program>
				<vertex-shader>Shaders/test.vert</vertex-shader>
				<fragment-shader>Shaders/test.frag</fragment-shader>
				<!--<attribute>
          <name>usrAttr3</name>
          <index>10</index>
        </attribute>
        <attribute>
          <name>usrAttr4</name>
          <index>11</index>
        </attribute>-->
			</program>
			<uniform>
				<name>baseTexture</name>
				<type>sampler-2d</type>
				<value type="int">0</value>
			</uniform>
			<uniform>
				<name>shading</name>
				<type>float</type>
				<value type="float">0.5</value>
			</uniform>
			<vertex-program-two-side>true</vertex-program-two-side>
		</pass>
	</technique>
</PropertyList>