<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/planet</name> <!-- <inherits-from>Effects/shadow</inherits-from> --> <parameters> <texture n ="0"> <type>white</type> </texture> <texture n="1"> <image>Textures/Terrain/void.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> <vertex-program-two-side type="bool">false</vertex-program-two-side> <material> <color-mode-uniform>1</color-mode-uniform> <!-- DIFFUSE --> </material> <visibility><use>/environment/visibility-m</use></visibility> <use-clouds><use>/earthview/cloudsphere-flag</use></use-clouds> <use-cloud-shadows><use>/earthview/cloud-shadow-flag</use></use-cloud-shadows> </parameters> <generate> <tangent type="int">6</tangent> </generate> <technique n="10"> <predicate> <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> </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><use>transparent</use></blend> <alpha-test><use>transparent</use></alpha-test> <shade-model> <use>shade-model</use> </shade-model> <cull-face> <use>cull-face</use> </cull-face> <rendering-hint> <use>rendering-hint</use> </rendering-hint> <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> </texture-unit> <texture-unit> <unit>1</unit> <image><use>texture[1]/image</use></image> <type><use>texture[1]/type</use></type> <filter><use>texture[1]/filter</use></filter> <wrap-s><use>texture[1]/wrap-s</use></wrap-s> <wrap-t><use>texture[1]/wrap-t</use></wrap-t> <internal-format><use>texture[1]/internal-format</use></internal-format> </texture-unit> <program> <vertex-shader>Shaders/planet.vert</vertex-shader> <fragment-shader>Shaders/planet.frag</fragment-shader> <attribute> <name>tangent</name> <index>6</index> </attribute> </program> <uniform> <name>texture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>shadowtex</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>colorMode</name> <type>int</type> <value> <use>material/color-mode-uniform</use> </value> </uniform> <uniform> <name>visibility</name> <type>float</type> <value> <use>visibility</use> </value> </uniform> <uniform> <name>use_clouds</name> <type>bool</type> <value> <use>use-clouds</use> </value> </uniform> <uniform> <name>use_cloud_shadows</name> <type>bool</type> <value> <use>use-cloud-shadows</use> </value> </uniform> </pass> </technique> <technique n="11"> <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> <texture-unit> <active> <use>texture[0]/active</use> </active> <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[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> </PropertyList>