<?xml version='1.0' encoding='UTF-8'?> <PropertyList> <name>Effects/crop</name> <inherits-from>Effects/terrain-default</inherits-from> <parameters> <texture n="2"> <image>Textures/Terrain/crop.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="3"> <image>Textures/Terrain/crop-colors.png</image> <type>1d</type> <filter>linear-mipmap-linear</filter> <wrap-s>mirror</wrap-s> <internal-format>normalized</internal-format> </texture> <snow-level> <use>/environment/snow-level-m</use> </snow-level> </parameters> <technique n="7"> <predicate> <and> <property>/sim/rendering/shaders/quality-level</property> <property>/sim/rendering/shaders/crop</property> <equal> <value type="float">0.0</value> <float-property>/sim/rendering/rembrandt/enabled</float-property> </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> <!-- Use material values that are either inherited from the terrain-default effect or supplied by an effect derived from this one e.g., one created in the materials library. --> <material> <ambient> <use>material/ambient</use> </ambient> <diffuse> <use>material/diffuse</use> </diffuse> <specular> <use>material/specular</use> </specular> <color-mode>ambient-and-diffuse</color-mode> </material> <blend> <use>transparent</use> </blend> <alpha-test> <use>transparent</use> </alpha-test> <shade-model>smooth</shade-model> <cull-face>back</cull-face> <render-bin> <bin-number> <use>render-bin/bin-number</use> </bin-number> <bin-name> <use>render-bin/bin-name</use> </bin-name> </render-bin> <texture-unit> <unit>0</unit> <type>noise</type> </texture-unit> <texture-unit> <unit>1</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> <texture-unit> <unit>2</unit> <type> <use>texture[3]/type</use> </type> <image> <use>texture[3]/image</use> </image> <filter> <use>texture[3]/filter</use> </filter> <wrap-s> <use>texture[3]/wrap-s</use> </wrap-s> <internal-format> <use>texture[3]/internal-format</use> </internal-format> </texture-unit> <program> <vertex-shader n="1">Shaders/Default/crop.vert</vertex-shader> <fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader> <fragment-shader n="1">Shaders/Default/crop.frag</fragment-shader> </program> <uniform> <name>NoiseTex</name> <type>sampler-3d</type> <value type="int">0</value> </uniform> <uniform> <name>SampleTex</name> <type>sampler-2d</type> <value type="int">1</value> </uniform> <uniform> <name>ColorsTex</name> <type>sampler-1d</type> <value type="int">2</value> </uniform> <uniform> <name>snowlevel</name> <type>float</type> <value> <use>snow-level</use> </value> </uniform> </pass> </technique> </PropertyList>