<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
	<name>Effects/runway</name>
	<inherits-from>Effects/terrain-default</inherits-from>
	<parameters>
		<texture n="4">
			<image>Textures/Runway/rwy-normalmap.png</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>repeat</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<texture n="5">
			<type>cubemap</type>
			<!-- use this form for a cube cross -->
			<!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->

			<!-- use this form for a 6 image cube map -->
				<images>
					<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
					<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
					<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
					<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
					<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
					<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
				</images>

		</texture>
		<texture n="6">
			<image>Aircraft/Generic/Effects/Rainbow.png</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>repeat</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<texture n="7">
			<image>Aircraft/Generic/Effects/FresnelLookUp.png</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>repeat</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<texture n="8">
			<image>Textures/Runway/rwy-reflect.png</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>repeat</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<rendering-hint>transparent</rendering-hint>
		<shade-model>smooth</shade-model>
		<rainbowiness type="float">0.01</rainbowiness>
		<fresneliness type="float">0.01</fresneliness>
		<noisiness type="float">0.15</noisiness>
		<ambient_correction type="float">-0.15</ambient_correction>
		<normalmap_dds type="float">0.0</normalmap_dds>
		<vertex-program-two-side type="bool">false</vertex-program-two-side>
		<cull-face>back</cull-face>
		<wetness>
			<use>/environment/rain-norm</use>
		</wetness>

		<!-- 		BEGIN fog include -->
		<visibility>
			<use>/environment/ground-visibility-m</use>
		</visibility>
		<avisibility>
			<use>/environment/visibility-m</use>
		</avisibility>
		<lthickness>
			<use>/environment/ground-haze-thickness-m</use>
		</lthickness>
		<scattering>
			<use>/rendering/scene/scattering</use>
		</scattering>
		<terminator>
			<use>/environment/terminator-relative-position-m</use>
		</terminator>
		<fogtype>
			<use>/sim/rendering/shaders/skydome</use>
		</fogtype>
		<!-- 		END fog include -->
	</parameters>
	<generate>
		<tangent type="int">6</tangent>
		<binormal type="int">7</binormal>
	</generate>
    <technique n="8">
        <predicate>
            <and>
                <property>/sim/rendering/shaders/generic</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>
            <texture-unit>
                <unit>0</unit>
                <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[1]/internal-format</use>
                </internal-format>
            </texture-unit>

            <texture-unit>
                <unit>1</unit>
                <image>
                    <use>texture[8]/image</use>
                </image>
                <filter>
                    <use>texture[8]/filter</use>
                </filter>
                <wrap-s>
                    <use>texture[8]/wrap-s</use>
                </wrap-s>
                <wrap-t>
                    <use>texture[8]/wrap-t</use>
                </wrap-t>
                <internal-format>
                    <use>texture[0]/internal-format</use>
                </internal-format>
            </texture-unit>

            <texture-unit>
                <unit>2</unit>
                <type>noise</type>
            </texture-unit>

            <texture-unit>
                <unit>4</unit>
                <image>
                    <use>texture[4]/image</use>
                </image>
                <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>

            <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>-->

                <!-- use this form for a 6 image cube map -->
                <images>
                    <use>texture[5]/images</use>
                </images>
            </texture-unit>

            <texture-unit>
                <unit>6</unit>
                <type>
                    <use>texture[6]/type</use>
                </type>
                <image>
                    <use>texture[6]/image</use>
                </image>
                <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>
            </texture-unit>

            <texture-unit>
                <unit>7</unit>
                <type>
                    <use>texture[7]/type</use>
                </type>
                <image>
                    <use>texture[7]/image</use>
                </image>
                <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>
            </texture-unit>

            <vertex-program-two-side>
                <use>vertex-program-two-side</use>
            </vertex-program-two-side>
            <lighting>false</lighting>
            <material>
                <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>ambient-and-diffuse</color-mode>
            </material>
            <cull-face>back</cull-face>
            <program>
                <vertex-shader>Shaders/runway-gbuffer.vert</vertex-shader>
                <fragment-shader>Shaders/runway-gbuffer.frag</fragment-shader>
                <fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
                <fragment-shader>Shaders/gbuffer-encode.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>Map</name>
                <type>sampler-2d</type>
                <value type="int">1</value>
            </uniform>

            <uniform>
                <name>Noise</name>
                <type>sampler-3d</type>
                <value type="int">2</value>
            </uniform>

            <uniform>
                <name>NormalTex</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>Rainbow</name>
                <type>sampler-2d</type>
                <value type="int">6</value>
            </uniform>

            <uniform>
                <name>Fresnel</name>
                <type>sampler-2d</type>
                <value type="int">7</value>
            </uniform>

            <!-- set the amount of fringing colour 0.0 - 1.0 -->
            <uniform>
                <name>rainbowiness</name>
                <type>float</type>
                <value>
                    <use>rainbowiness</use>
                </value>
            </uniform>

            <!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
            <uniform>
                <name>fresneliness</name>
                <type>float</type>
                <value>
                    <use>fresneliness</use>
                </value>
            </uniform>

            <!-- set the amount of noisiness 0.0 - 1.0 -->
            <uniform>
                <name>noisiness</name>
                <type>float</type>
                <value>
                    <use>noisiness</use>
                </value>
            </uniform>

            <!-- The reflection is set proportional to the shininess of the material.
            The amount of reflection may be adjusted by the use of this correction
                -1.0 (fully transparent)- 1.0 (fully opaque) -->
                    <uniform>
                        <name>spec_adjust</name>
                        <type>float</type>
                        <value>
                            <use>wetness</use>
                        </value>
                    </uniform>

                    <!-- set the amount of ambient light correction 0.0 - 1.0  -->
                    <uniform>
                        <name>ambient_correction</name>
                        <type>float</type>
                        <value>
                            <use>ambient_correction</use>
                        </value>
                    </uniform>

                    <!-- use a reflection map-->
                    <uniform>
                        <name>reflect_map</name>
                        <type>float</type>
                        <value>
                            <use>reflect_map</use>
                        </value>
                    </uniform>

                    <!-- normalmap is .dds-->
                    <uniform>
                        <name>normalmap_dds</name>
                        <type>float</type>
                        <value>
                            <use>normalmap_dds</use>
                        </value>
                    </uniform>

                    <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>
        </pass>
    </technique>
	<technique n="9">
		<predicate>
			<and>
				<property>/sim/rendering/shaders/generic</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>
			<texture-unit>
				<unit>0</unit>
				<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[1]/internal-format</use>
				</internal-format>
			</texture-unit>

			<texture-unit>
				<unit>1</unit>
				<image>
					<use>texture[8]/image</use>
				</image>
				<filter>
					<use>texture[8]/filter</use>
				</filter>
				<wrap-s>
					<use>texture[8]/wrap-s</use>
				</wrap-s>
				<wrap-t>
					<use>texture[8]/wrap-t</use>
				</wrap-t>
				<internal-format>
					<use>texture[0]/internal-format</use>
				</internal-format>
			</texture-unit>

			<texture-unit>
				<unit>2</unit>
				<type>noise</type>
			</texture-unit>

			<texture-unit>
				<unit>4</unit>
				<image>
					<use>texture[4]/image</use>
				</image>
				<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>

			<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>-->

				<!-- use this form for a 6 image cube map -->
				<images>
					<use>texture[5]/images</use>
				</images>
			</texture-unit>

			<texture-unit>
				<unit>6</unit>
				<type>
					<use>texture[6]/type</use>
				</type>
				<image>
					<use>texture[6]/image</use>
				</image>
				<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>
			</texture-unit>

			<texture-unit>
				<unit>7</unit>
				<type>
					<use>texture[7]/type</use>
				</type>
				<image>
					<use>texture[7]/image</use>
				</image>
				<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>
			</texture-unit>

			<vertex-program-two-side>
				<use>vertex-program-two-side</use>
			</vertex-program-two-side>
			<cull-face>
				<use>cull-face</use>
			</cull-face>

			<program>
<!-- 				<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
				<vertex-shader n="1">Shaders/reflect-bump-spec.vert</vertex-shader>
				<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
				<fragment-shader n="1">Shaders/runway.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>Map</name>
				<type>sampler-2d</type>
				<value type="int">1</value>
			</uniform>

			<uniform>
				<name>Noise</name>
				<type>sampler-3d</type>
				<value type="int">2</value>
			</uniform>

			<uniform>
				<name>NormalTex</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>Rainbow</name>
				<type>sampler-2d</type>
				<value type="int">6</value>
			</uniform>

			<uniform>
				<name>Fresnel</name>
				<type>sampler-2d</type>
				<value type="int">7</value>
			</uniform>

			<!-- set the amount of fringing colour 0.0 - 1.0 -->
			<uniform>
				<name>rainbowiness</name>
				<type>float</type>
				<value>
					<use>rainbowiness</use>
				</value>
			</uniform>

			<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
			<uniform>
				<name>fresneliness</name>
				<type>float</type>
				<value>
					<use>fresneliness</use>
				</value>
			</uniform>

			<!-- set the amount of noisiness 0.0 - 1.0 -->
			<uniform>
				<name>noisiness</name>
				<type>float</type>
				<value>
					<use>noisiness</use>
				</value>
			</uniform>

			<!-- The reflection is set proportional to the shininess of the material.
			The amount of reflection may be adjusted by the use of this correction
				-1.0 (fully transparent)- 1.0 (fully opaque) -->
			<uniform>
				<name>spec_adjust</name>
				<type>float</type>
				<value>
					<use>wetness</use>
				</value>
			</uniform>

			<!-- set the amount of ambient light correction 0.0 - 1.0  -->
			<uniform>
				<name>ambient_correction</name>
				<type>float</type>
				<value>
					<use>ambient_correction</use>
				</value>
			</uniform>

			<!-- use a reflection map-->
			<uniform>
				<name>reflect_map</name>
				<type>float</type>
				<value>
					<use>reflect_map</use>
				</value>
			</uniform>

			<!-- normalmap is .dds-->
			<uniform>
				<name>normalmap_dds</name>
				<type>float</type>
				<value>
					<use>normalmap_dds</use>
				</value>
			</uniform>

			<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>
		</pass>
	</technique>
</PropertyList>