<?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>
    <texture n="8">
      <image>Textures/Cars/cars.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>
    <texture n="9">
      <image>Textures/Cars/cars-metadata.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="17">
    <scheme>als-lighting</scheme>
    <predicate>
      <and>
        <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>
      <!-- Car Metadata texture unit-->
      <texture-unit>
        <unit>1</unit>
        <image>
          <use>texture[9]/image</use>
        </image>
        <type>
          <use>texture[9]/type</use>
        </type>
        <filter>
          <use>texture[9]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[9]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[9]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[9]/internal-format</use>
        </internal-format>
      </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>
      <!-- Car shape texture unit-->
      <texture-unit>
        <unit>3</unit>
        <image>
          <use>texture[8]/image</use>
        </image>
        <type>
          <use>texture[8]/type</use>
        </type>
        <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[8]/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/ALS/model-ultra.vert</vertex-shader>
        <fragment-shader>Shaders/ALS/road-ultra.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/cloud-shadowfunc.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/filters.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>CarMetaTex</name>
        <type>sampler-2d</type>
        <value type="int">1</value>
      </uniform>
      <uniform>
        <name>NormalTex</name>
        <type>sampler-2d</type>
        <value type="int">2</value>
      </uniform>
      <uniform>
        <name>CarTex</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>
      <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>