<?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> <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> </parameters> <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> <source>src-alpha</source> <destination>one-minus-src-alpha</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> <!-- The texture unit is always active because the shaders expect that. --> <unit>0</unit> <!-- If there is a texture, the type in the derived effect will be "2d". --> <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> <!-- <internal-format> <use>texture[0]/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/planet.vert</vertex-shader> <fragment-shader>Shaders/planet-cloudlayer.frag</fragment-shader> </program> <uniform> <name>texture</name> <type>sampler-2d</type> <value type="int">0</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> </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>