<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/clouds-layered</name> <parameters> <texture n ="0"> </texture> </parameters> <technique n="10"> <predicate> <and> <property>/sim/rendering/shaders/quality-level</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> <program> <vertex-shader>Shaders/clouds-thinlayer.vert</vertex-shader> <fragment-shader>Shaders/clouds-thinlayer.frag</fragment-shader> </program> <uniform> <name>baseTexture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <vertex-program-two-side>true</vertex-program-two-side> </pass> </technique> </PropertyList>