<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
  <name>Effects/model-wingflex-organic</name>
  <inherits-from>Effects/model-default</inherits-from>
  <parameters>
    <!-- 		Diffuse Texture -->
    <!--		<texture n ="0">
			<type>white</type>
		</texture>-->
    <!-- Normal Map -->
    <normalmap-enabled type="int">0</normalmap-enabled>
    <normalmap-dds type="int">0</normalmap-dds>
    <normalmap-tiling type="float">1.0</normalmap-tiling>
    <texture n="2">
      <image>Aircraft/Generic/Effects/null_bumpspec.png</image>
      <type>2d</type>
      <filter>linear-mipmap-linear</filter>
      <wrap-s>clamp</wrap-s>
      <wrap-t>clamp</wrap-t>
      <internal-format>normalized</internal-format>
    </texture>
    <!-- Light Map -->
    <lightmap-enabled type="int">0</lightmap-enabled>
    <lightmap-multi type="int">0</lightmap-multi>
    <lightmap-factor type="float" n="0">1.0</lightmap-factor>
    <lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
    <lightmap-factor type="float" n="1">1.0</lightmap-factor>
    <lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
    <lightmap-factor type="float" n="2">1.0</lightmap-factor>
    <lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
    <lightmap-factor type="float" n="3">1.0</lightmap-factor>
    <lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
    <darkmap-enabled type="int">0</darkmap-enabled>
    <darkmap-factor type="float">0.0</darkmap-factor>
    <texture n="3">
      <image>Aircraft/Generic/Effects/greymap.png</image>
      <type>2d</type>
      <filter>linear-mipmap-linear</filter>
      <wrap-s>clamp</wrap-s>
      <wrap-t>clamp</wrap-t>
      <internal-format>normalized</internal-format>
    </texture>
    <!-- Reflection -->
    <reflection-enabled type="int">0</reflection-enabled>
    <reflection-correction type="float">0.0</reflection-correction>
    <reflect-map-enabled type="int">0</reflect-map-enabled>
    <reflection-dynamic type="int">0</reflection-dynamic>
    <texture n="4">
      <image>Aircraft/Generic/Effects/ReflectMaps/reflectmap.png</image>
      <type>2d</type>
      <filter>linear-mipmap-linear</filter>
      <wrap-s>clamp</wrap-s>
      <wrap-t>clamp</wrap-t>
      <internal-format>normalized</internal-format>
    </texture>
    <!-- Reflection environment -->
    <texture n="5">
      <type>cubemap</type>
      <!-- use this form for a cube cross -->
      <!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->
      <!-- END CubeCross -->
      <!-- use this form for a 6 image cube map -->
      <images>
        <positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
        <negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
        <positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
        <negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
        <positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
        <negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
      </images>
      <!-- END 6 image cube map -->
    </texture>
    <!-- Reflection fresnel -->
    <reflection-fresnel type="float">0.1</reflection-fresnel>
    <texture n="6">
      <image>Aircraft/Generic/Effects/Gradients.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>
    <!-- Reflection rainbow -->
    <reflection-rainbow type="float">0.01</reflection-rainbow>
    <reflection-noise type="float">0.25</reflection-noise>
    <!-- END Reflection -->
    <!-- grain texture -->
    <grain-texture-enabled type="int">0</grain-texture-enabled>
    <grain-magnification type="float">10</grain-magnification>
    <texture n="7">
      <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>
    <!-- END Grain texture -->
    <!-- simulate rain effects -->
    <rain-enabled type="int">0</rain-enabled>
    <!-- 		Dirt -->
    <dirt-enabled type="int">0</dirt-enabled>
    <dirt-multi type="int">0</dirt-multi>
    <dirt-color type="vec3d" n="0">0.0 0.0 0.0</dirt-color>
    <dirt-factor type="float" n="0">0.0</dirt-factor>
    <dirt-color type="vec3d" n="1">0.0 0.0 0.0</dirt-color>
    <dirt-factor type="float" n="1">0.0</dirt-factor>
    <dirt-color type="vec3d" n="2">0.0 0.0 0.0</dirt-color>
    <dirt-factor type="float" n="2">0.0</dirt-factor>
    <!-- ambient correction -->
    <ambient-correction type="float">0.05</ambient-correction>
    <rendering-hint>opaque</rendering-hint>
    <transparent>false</transparent>
    <render-bin>
      <bin-number>1</bin-number>
      <bin-name>RenderBin</bin-name>
    </render-bin>
    <!-- 		INTERNAL USE -->
    <shade-model>smooth</shade-model>
    <model-hdg>
      <use>orientation/model/heading-deg</use>
    </model-hdg>
    <model-pitch>
      <use>orientation/model/pitch-deg</use>
    </model-pitch>
    <model-roll>
      <use>orientation/model/roll-deg</use>
    </model-roll>
    <pos-lon>
      <use>position/model/longitude-deg</use>
    </pos-lon>
    <pos-lat>
      <use>position/model/latitude-deg</use>
    </pos-lat>
    <!-- 	fog include	 -->
    <visibility>
      <use>/environment/ground-visibility-m</use>
    </visibility>
    <avisibility>
      <use>/environment/visibility-m</use>
    </avisibility>
    <lthickness>
      <use>/environment/ground-haze-thickness-m</use>
    </lthickness>
    <scattering>
      <use>/rendering/scene/scattering</use>
    </scattering>
    <terminator>
      <use>/environment/terminator-relative-position-m</use>
    </terminator>
    <fogtype>
      <use>/sim/rendering/shaders/skydome</use>
    </fogtype>
    <wetness>
      <use>/environment/surface/wetness</use>
    </wetness>
    <rnorm>
      <use>/environment/rain-norm</use>
    </rnorm>
    <wingflex-alpha>0.0</wingflex-alpha>
    <wingflex-trailing-alpha>0.0</wingflex-trailing-alpha>
    <wingsweep-factor>0.0</wingsweep-factor>
    <cloudpos1_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[0]</use>
    </cloudpos1_x>
    <cloudpos1_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[0]</use>
    </cloudpos1_y>
    <cloudpos2_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[1]</use>
    </cloudpos2_x>
    <cloudpos2_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[1]</use>
    </cloudpos2_y>
    <cloudpos3_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[2]</use>
    </cloudpos3_x>
    <cloudpos3_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[2]</use>
    </cloudpos3_y>
    <cloudpos4_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[3]</use>
    </cloudpos4_x>
    <cloudpos4_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[3]</use>
    </cloudpos4_y>
    <cloudpos5_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[4]</use>
    </cloudpos5_x>
    <cloudpos5_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[4]</use>
    </cloudpos5_y>
    <cloudpos6_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[5]</use>
    </cloudpos6_x>
    <cloudpos6_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[5]</use>
    </cloudpos6_y>
    <cloudpos7_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[6]</use>
    </cloudpos7_x>
    <cloudpos7_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[6]</use>
    </cloudpos7_y>
    <cloudpos8_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[7]</use>
    </cloudpos8_x>
    <cloudpos8_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[7]</use>
    </cloudpos8_y>
    <cloudpos9_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[8]</use>
    </cloudpos9_x>
    <cloudpos9_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[8]</use>
    </cloudpos9_y>
    <cloudpos10_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[9]</use>
    </cloudpos10_x>
    <cloudpos10_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[9]</use>
    </cloudpos10_y>
    <cloudpos11_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[10]</use>
    </cloudpos11_x>
    <cloudpos11_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[10]</use>
    </cloudpos11_y>
    <cloudpos12_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[11]</use>
    </cloudpos12_x>
    <cloudpos12_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[11]</use>
    </cloudpos12_y>
    <cloudpos13_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[12]</use>
    </cloudpos13_x>
    <cloudpos13_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[12]</use>
    </cloudpos13_y>
    <cloudpos14_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[13]</use>
    </cloudpos14_x>
    <cloudpos14_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[13]</use>
    </cloudpos14_y>
    <cloudpos15_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[14]</use>
    </cloudpos15_x>
    <cloudpos15_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[14]</use>
    </cloudpos15_y>
    <cloudpos16_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[15]</use>
    </cloudpos16_x>
    <cloudpos16_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[15]</use>
    </cloudpos16_y>
    <cloudpos17_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[16]</use>
    </cloudpos17_x>
    <cloudpos17_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[16]</use>
    </cloudpos17_y>
    <cloudpos18_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[17]</use>
    </cloudpos18_x>
    <cloudpos18_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[17]</use>
    </cloudpos18_y>
    <cloudpos19_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[18]</use>
    </cloudpos19_x>
    <cloudpos19_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[18]</use>
    </cloudpos19_y>
    <cloudpos20_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[19]</use>
    </cloudpos20_x>
    <cloudpos20_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[19]</use>
    </cloudpos20_y>
    <cloud_shadow_flag>
      <use>/local-weather/cloud-shadows/cloud-shadow-flag</use>
    </cloud_shadow_flag>
    <rembrandt>
      <use>/sim/rendering/rembrandt/enabled</use>
    </rembrandt>
    <building-flag type="int">0</building-flag>
    <!-- 		END fog include -->
  </parameters>
  <!--<generate>
		<tangent type="int">6</tangent>
		<binormal type="int">7</binormal>
	</generate>-->
  <!-- Default rendering -->
  <technique n="7">
    <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 n="0">
      <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>
      <!-- Reflection Noise texture unit-->
      <texture-unit>
        <unit>1</unit>
        <type>noise</type>
      </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>
      <!-- LightMap texture unit-->
      <texture-unit>
        <unit>3</unit>
        <image>
          <use>texture[3]/image</use>
        </image>
        <type>
          <use>texture[3]/type</use>
        </type>
        <filter>
          <use>texture[3]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[3]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[3]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[3]/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>
      <!-- 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>
      <vertex-program-two-side>
        <use>vertex-program-two-side</use>
      </vertex-program-two-side>
      <program n="0">
        <vertex-shader n="0">Shaders/Default/ubershader.vert</vertex-shader>
        <fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
        <fragment-shader n="1">Shaders/Default/ubershader.frag</fragment-shader>
      </program>
      <uniform>
        <name>BaseTex</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>ReflNoiseTex</name>
        <type>sampler-3d</type>
        <value type="int">1</value>
      </uniform>
      <uniform>
        <name>NormalTex</name>
        <type>sampler-2d</type>
        <value type="int">2</value>
      </uniform>
      <uniform>
        <name>LightMapTex</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>
      <!-- 			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>
      <!-- 			LIGHTMAP -->
      <!-- lightmap is used -->
      <uniform>
        <name>lightmap_enabled</name>
        <type>int</type>
        <value>
          <use>lightmap-enabled</use>
        </value>
      </uniform>
      <!-- lightmap is multichannel -->
      <uniform>
        <name>lightmap_multi</name>
        <type>int</type>
        <value>
          <use>lightmap-multi</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_r_factor</name>
        <type>float</type>
        <value>
          <use>lightmap-factor[0]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_r_color</name>
        <type>float-vec3</type>
        <value>
          <use>lightmap-color[0]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_g_factor</name>
        <type>float</type>
        <value>
          <use>lightmap-factor[1]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_g_color</name>
        <type>float-vec3</type>
        <value>
          <use>lightmap-color[1]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_b_factor</name>
        <type>float</type>
        <value>
          <use>lightmap-factor[2]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_b_color</name>
        <type>float-vec3</type>
        <value>
          <use>lightmap-color[2]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_a_factor</name>
        <type>float</type>
        <value>
          <use>lightmap-factor[3]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_a_color</name>
        <type>float-vec3</type>
        <value>
          <use>lightmap-color[3]</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>
      <!-- use a reflection map-->
      <uniform>
        <name>refl_map</name>
        <type>int</type>
        <value>
          <use>reflect-map-enabled</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>
      <!-- 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>lonDeg</name>
        <type>float</type>
        <value>
          <use>pos-lon</use>
        </value>
      </uniform>
      <uniform>
        <name>latDeg</name>
        <type>float</type>
        <value>
          <use>pos-lat</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>fogType</name>
        <type>int</type>
        <value>
          <use>fogtype</use>
        </value>
      </uniform>
      <!-- 			END fog include -->
      <uniform>
        <name>rembrandt_enabled</name>
        <type>int</type>
        <value>
          <use>rembrandt</use>
        </value>
      </uniform>
    </pass>
  </technique>
  <technique n="18">
    <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>
      <!-- Reflection Noise texture unit-->
      <texture-unit>
        <unit>1</unit>
        <type>noise</type>
      </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>
      <!-- LightMap texture unit-->
      <texture-unit>
        <unit>3</unit>
        <image>
          <use>texture[3]/image</use>
        </image>
        <type>
          <use>texture[3]/type</use>
        </type>
        <filter>
          <use>texture[3]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[3]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[3]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[3]/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>
      <!-- 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 n="0">Shaders/ALS/model-wingflex-organic.vert</vertex-shader>
        <fragment-shader n="1">Shaders/ALS/model-ultra.frag</fragment-shader>
        <fragment-shader n="2">Shaders/ALS/cloud-shadowfunc.frag</fragment-shader>
        <fragment-shader n="3">Shaders/ALS/hazes.frag</fragment-shader>
        <fragment-shader n="4">Shaders/ALS/secondary_lights.frag</fragment-shader>
        <fragment-shader n="5">Shaders/ALS/noise.frag</fragment-shader>
        <fragment-shader n="6">Shaders/ALS/filters.frag</fragment-shader>
      </program>
      <uniform>
        <name>BaseTex</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>ReflNoiseTex</name>
        <type>sampler-3d</type>
        <value type="int">1</value>
      </uniform>
      <uniform>
        <name>NormalTex</name>
        <type>sampler-2d</type>
        <value type="int">2</value>
      </uniform>
      <uniform>
        <name>LightMapTex</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>
      <uniform>
        <name>wingflex_alpha</name>
        <type>float</type>
        <value>
          <use>wingflex-alpha</use>
        </value>
      </uniform>
      <uniform>
        <name>wingflex_trailing_alpha</name>
        <type>float</type>
        <value>
          <use>wingflex-trailing-alpha</use>
        </value>
      </uniform>
      <uniform>
        <name>wingsweep_factor</name>
        <type>float</type>
        <value>
          <use>wingsweep-factor</use>
        </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>
      <!-- 			LIGHTMAP -->
      <!-- lightmap is used -->
      <uniform>
        <name>lightmap_enabled</name>
        <type>int</type>
        <value>
          <use>lightmap-enabled</use>
        </value>
      </uniform>
      <!-- lightmap is multichannel -->
      <uniform>
        <name>lightmap_multi</name>
        <type>int</type>
        <value>
          <use>lightmap-multi</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_r_factor</name>
        <type>float</type>
        <value>
          <use>lightmap-factor[0]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_r_color</name>
        <type>float-vec3</type>
        <value>
          <use>lightmap-color[0]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_g_factor</name>
        <type>float</type>
        <value>
          <use>lightmap-factor[1]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_g_color</name>
        <type>float-vec3</type>
        <value>
          <use>lightmap-color[1]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_b_factor</name>
        <type>float</type>
        <value>
          <use>lightmap-factor[2]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_b_color</name>
        <type>float-vec3</type>
        <value>
          <use>lightmap-color[2]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_a_factor</name>
        <type>float</type>
        <value>
          <use>lightmap-factor[3]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_a_color</name>
        <type>float-vec3</type>
        <value>
          <use>lightmap-color[3]</use>
        </value>
      </uniform>
      <uniform>
        <name>darkmap_factor</name>
        <type>float</type>
        <value>
          <use>darkmap-factor</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>
      <!-- use a reflection map-->
      <uniform>
        <name>refl_map</name>
        <type>int</type>
        <value>
          <use>reflect-map-enabled</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>
      <!-- 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 and rain-->
      <uniform>
        <name>rain_enabled</name>
        <type>int</type>
        <value>
          <use>rain-enabled</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>
      <!-- filtering -->
      <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>
      <uniform>
        <name>darkmap_enabled</name>
        <type>int</type>
        <value>
          <use>darkmap-enabled</use>
        </value>
      </uniform>
      <uniform>
        <name>building_flag</name>
        <type>int</type>
        <value>
          <use>building-flag</use>
        </value>
      </uniform>
      <!-- 			END fog include -->
      <uniform>
        <name>rembrandt_enabled</name>
        <type>int</type>
        <value>
          <use>rembrandt</use>
        </value>
      </uniform>
    </pass>
  </technique>
</PropertyList>