<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
  <name>Effects/runway</name>
  <inherits-from>Effects/terrain-default</inherits-from>
  <parameters>
    <texture n="4">
      <image>Textures/Runway/rwy-normalmap.png</image>
      <filter>linear-mipmap-linear</filter>
      <wrap-s>repeat</wrap-s>
      <wrap-t>repeat</wrap-t>
      <internal-format>normalized</internal-format>
      <type>2d</type>
    </texture>
    <texture n="5">
      <type>cubemap</type>
      <!-- use this form for a cube cross -->
      <!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->
      <!-- 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>
    </texture>
    <texture n="6">
      <type>2d</type>
      <image>Aircraft/Generic/Effects/Rainbow.png</image>
      <filter>linear-mipmap-linear</filter>
      <wrap-s>repeat</wrap-s>
      <wrap-t>repeat</wrap-t>
      <internal-format>normalized</internal-format>
    </texture>
    <texture n="7">
      <type>2d</type>
      <image>Aircraft/Generic/Effects/FresnelLookUp.png</image>
      <filter>linear-mipmap-linear</filter>
      <wrap-s>repeat</wrap-s>
      <wrap-t>repeat</wrap-t>
      <internal-format>normalized</internal-format>
    </texture>
    <texture n="8">
      <type>2d</type>
      <image>Textures/Runway/rwy-reflect.png</image>
      <filter>linear-mipmap-linear</filter>
      <wrap-s>repeat</wrap-s>
      <wrap-t>repeat</wrap-t>
      <internal-format>normalized</internal-format>
    </texture>
    <rendering-hint>transparent</rendering-hint>
    <shade-model>smooth</shade-model>
    <rainbowiness type="float">0.01</rainbowiness>
    <fresneliness type="float">0.01</fresneliness>
    <noisiness type="float">0.15</noisiness>
    <ambient_correction type="float">-0.15</ambient_correction>
    <normalmap_dds type="float">0.0</normalmap_dds>
    <vertex-program-two-side type="bool">false</vertex-program-two-side>
    <cull-face>back</cull-face>
    <rnorm>
      <use>/environment/rain-norm</use>
    </rnorm>
    <!-- 		BEGIN 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>
    <ground_scattering>
      <use>/environment/surface/scattering</use>
    </ground_scattering>
    <terminator>
      <use>/environment/terminator-relative-position-m</use>
    </terminator>
    <terrain_alt>
      <use>/environment/mean-terrain-elevation-m</use>
    </terrain_alt>
    <overcast>
      <use>/rendering/scene/overcast</use>
    </overcast>
    <eye_alt>
      <use>/sim/rendering/eye-altitude-m</use>
    </eye_alt>
    <snow_level>
      <use>/environment/snow-level-m</use>
    </snow_level>
    <dust_cover_factor>
      <use>/environment/surface/dust-cover-factor</use>
    </dust_cover_factor>
    <lichen_cover_factor>
      <use>/environment/surface/lichen-cover-factor</use>
    </lichen_cover_factor>
    <snow_thickness_factor>
      <use>/environment/surface/snow-thickness-factor</use>
    </snow_thickness_factor>
    <wetness>
      <use>/environment/surface/wetness</use>
    </wetness>
    <uvstretch>1.0</uvstretch>
    <num_lightspots>
      <use>/sim/rendering/als-secondary-lights/num-lightspots</use>
    </num_lightspots>
    <eyerel_x1>
      <use>/sim/rendering/als-secondary-lights/lightspot/eyerel-x-m</use>
    </eyerel_x1>
    <eyerel_y1>
      <use>/sim/rendering/als-secondary-lights/lightspot/eyerel-y-m</use>
    </eyerel_y1>
    <eyerel_z1>
      <use>/sim/rendering/als-secondary-lights/lightspot/eyerel-z-m</use>
    </eyerel_z1>
    <lightspot_project1>
      <use>/sim/rendering/als-secondary-lights/lightspot/stretch</use>
    </lightspot_project1>
    <lightspot_dir1>
      <use>/sim/rendering/als-secondary-lights/lightspot/dir</use>
    </lightspot_dir1>
    <lightspot_size1>
      <use>/sim/rendering/als-secondary-lights/lightspot/size</use>
    </lightspot_size1>
    <lightspot_r1>
      <use>/sim/rendering/als-secondary-lights/lightspot/lightspot-r</use>
    </lightspot_r1>
    <lightspot_g1>
      <use>/sim/rendering/als-secondary-lights/lightspot/lightspot-g</use>
    </lightspot_g1>
    <lightspot_b1>
      <use>/sim/rendering/als-secondary-lights/lightspot/lightspot-b</use>
    </lightspot_b1>
    <eyerel_x2>
      <use>/sim/rendering/als-secondary-lights/lightspot/eyerel-x-m[1]</use>
    </eyerel_x2>
    <eyerel_y2>
      <use>/sim/rendering/als-secondary-lights/lightspot/eyerel-y-m[1]</use>
    </eyerel_y2>
    <eyerel_z2>
      <use>/sim/rendering/als-secondary-lights/lightspot/eyerel-z-m[1]</use>
    </eyerel_z2>
    <lightspot_project2>
      <use>/sim/rendering/als-secondary-lights/lightspot/stretch[1]</use>
    </lightspot_project2>
    <lightspot_dir2>
      <use>/sim/rendering/als-secondary-lights/lightspot/dir[1]</use>
    </lightspot_dir2>
    <lightspot_size2>
      <use>/sim/rendering/als-secondary-lights/lightspot/size[1]</use>
    </lightspot_size2>
    <lightspot_r2>
      <use>/sim/rendering/als-secondary-lights/lightspot/lightspot-r[1]</use>
    </lightspot_r2>
    <lightspot_g2>
      <use>/sim/rendering/als-secondary-lights/lightspot/lightspot-g[1]</use>
    </lightspot_g2>
    <lightspot_b2>
      <use>/sim/rendering/als-secondary-lights/lightspot/lightspot-b[1]</use>
    </lightspot_b2>
    <eyerel_x3>
      <use>/sim/rendering/als-secondary-lights/lightspot/eyerel-x-m[2]</use>
    </eyerel_x3>
    <eyerel_y3>
      <use>/sim/rendering/als-secondary-lights/lightspot/eyerel-y-m[2]</use>
    </eyerel_y3>
    <eyerel_z3>
      <use>/sim/rendering/als-secondary-lights/lightspot/eyerel-z-m[2]</use>
    </eyerel_z3>
    <lightspot_size3>
      <use>/sim/rendering/als-secondary-lights/lightspot/size[2]</use>
    </lightspot_size3>
    <lightspot_r3>
      <use>/sim/rendering/als-secondary-lights/lightspot/lightspot-r[2]</use>
    </lightspot_r3>
    <lightspot_g3>
      <use>/sim/rendering/als-secondary-lights/lightspot/lightspot-g[2]</use>
    </lightspot_g3>
    <lightspot_b3>
      <use>/sim/rendering/als-secondary-lights/lightspot/lightspot-b[2]</use>
    </lightspot_b3>
    <eyerel_x4>
      <use>/sim/rendering/als-secondary-lights/lightspot/eyerel-x-m[3]</use>
    </eyerel_x4>
    <eyerel_y4>
      <use>/sim/rendering/als-secondary-lights/lightspot/eyerel-y-m[3]</use>
    </eyerel_y4>
    <eyerel_z4>
      <use>/sim/rendering/als-secondary-lights/lightspot/eyerel-z-m[3]</use>
    </eyerel_z4>
    <lightspot_size4>
      <use>/sim/rendering/als-secondary-lights/lightspot/size[3]</use>
    </lightspot_size4>
    <lightspot_r4>
      <use>/sim/rendering/als-secondary-lights/lightspot/lightspot-r[3]</use>
    </lightspot_r4>
    <lightspot_g4>
      <use>/sim/rendering/als-secondary-lights/lightspot/lightspot-g[3]</use>
    </lightspot_g4>
    <lightspot_b4>
      <use>/sim/rendering/als-secondary-lights/lightspot/lightspot-b[3]</use>
    </lightspot_b4>
    <eyerel_x5>
      <use>/sim/rendering/als-secondary-lights/lightspot/eyerel-x-m[4]</use>
    </eyerel_x5>
    <eyerel_y5>
      <use>/sim/rendering/als-secondary-lights/lightspot/eyerel-y-m[4]</use>
    </eyerel_y5>
    <eyerel_z5>
      <use>/sim/rendering/als-secondary-lights/lightspot/eyerel-z-m[4]</use>
    </eyerel_z5>
    <lightspot_size5>
      <use>/sim/rendering/als-secondary-lights/lightspot/size[4]</use>
    </lightspot_size5>
    <lightspot_r5>
      <use>/sim/rendering/als-secondary-lights/lightspot/lightspot-r[4]</use>
    </lightspot_r5>
    <lightspot_g5>
      <use>/sim/rendering/als-secondary-lights/lightspot/lightspot-g[4]</use>
    </lightspot_g5>
    <lightspot_b5>
      <use>/sim/rendering/als-secondary-lights/lightspot/lightspot-b[4]</use>
    </lightspot_b5>
    <fogtype>
      <use>/sim/rendering/shaders/skydome</use>
    </fogtype>
    <fogstructure>
      <use>/environment/fog-structure</use>
    </fogstructure>
    <cloud_self_shading>
      <use>/environment/cloud-self-shading</use>
    </cloud_self_shading>
    <moonlight>
      <use>/environment/moonlight</use>
    </moonlight>
    <delta_T>
      <use>/environment/surface/delta-T-rock</use>
    </delta_T>
    <quality_level>
      <use>/sim/rendering/shaders/landmass</use>
    </quality_level>
    <tquality_level>
      <use>/sim/rendering/shaders/transition</use>
    </tquality_level>
    <raise_vertex type="bool">false</raise_vertex>
    <overlay_flag type="int">0</overlay_flag>
    <!-- 		END fog include -->
  </parameters>
  <generate>
    <tangent type="int">6</tangent>
    <binormal type="int">7</binormal>
  </generate>
  <technique n="7">
    <predicate>
      <and>
        <property>/sim/rendering/shaders/quality-level</property>
        <property>/sim/rendering/shaders/generic</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>
      <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>
        <internal-format>
          <use>texture[0]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>1</unit>
        <type>
          <use>texture[8]/type</use>
        </type>
        <image>
          <use>texture[8]/image</use>
        </image>
        <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>
      <texture-unit>
        <unit>2</unit>
        <type>noise</type>
      </texture-unit>
      <texture-unit>
        <unit>4</unit>
        <type>
          <use>texture[4]/type</use>
        </type>
        <image>
          <use>texture[4]/image</use>
        </image>
        <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>
      <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>-->
        <!-- use this form for a 6 image cube map -->
        <images>
          <use>texture[5]/images</use>
        </images>
      </texture-unit>
      <texture-unit>
        <unit>6</unit>
        <type>
          <use>texture[6]/type</use>
        </type>
        <image>
          <use>texture[6]/image</use>
        </image>
        <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>
      </texture-unit>
      <texture-unit>
        <unit>7</unit>
        <type>
          <use>texture[7]/type</use>
        </type>
        <image>
          <use>texture[7]/image</use>
        </image>
        <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>
      </texture-unit>
      <vertex-program-two-side>
        <use>vertex-program-two-side</use>
      </vertex-program-two-side>
      <cull-face>
        <use>cull-face</use>
      </cull-face>
      <program>
        <!-- 				<vertex-shader n="0">Shaders/Default/include_fog.vert</vertex-shader> -->
        <vertex-shader n="1">Shaders/Default/reflect-bump-spec.vert</vertex-shader>
        <fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
        <fragment-shader n="1">Shaders/Default/runway.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>Map</name>
        <type>sampler-2d</type>
        <value type="int">1</value>
      </uniform>
      <uniform>
        <name>Noise</name>
        <type>sampler-3d</type>
        <value type="int">2</value>
      </uniform>
      <uniform>
        <name>NormalTex</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>Rainbow</name>
        <type>sampler-2d</type>
        <value type="int">6</value>
      </uniform>
      <uniform>
        <name>Fresnel</name>
        <type>sampler-2d</type>
        <value type="int">7</value>
      </uniform>
      <!-- set the amount of fringing colour 0.0 - 1.0 -->
      <uniform>
        <name>rainbowiness</name>
        <type>float</type>
        <value>
          <use>rainbowiness</use>
        </value>
      </uniform>
      <!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
      <uniform>
        <name>fresneliness</name>
        <type>float</type>
        <value>
          <use>fresneliness</use>
        </value>
      </uniform>
      <!-- set the amount of noisiness 0.0 - 1.0 -->
      <uniform>
        <name>noisiness</name>
        <type>float</type>
        <value>
          <use>noisiness</use>
        </value>
      </uniform>
      <!-- The reflection is set proportional to the shininess of the material.
			The amount of reflection may be adjusted by the use of this correction
				-1.0 (fully transparent)- 1.0 (fully opaque) -->
      <uniform>
        <name>spec_adjust</name>
        <type>float</type>
        <value>
          <use>rnorm</use>
        </value>
      </uniform>
      <!-- set the amount of ambient light correction 0.0 - 1.0  -->
      <uniform>
        <name>ambient_correction</name>
        <type>float</type>
        <value>
          <use>ambient_correction</use>
        </value>
      </uniform>
      <!-- use a reflection map-->
      <uniform>
        <name>reflect_map</name>
        <type>float</type>
        <value>
          <use>reflect_map</use>
        </value>
      </uniform>
      <!-- normalmap is .dds-->
      <uniform>
        <name>normalmap_dds</name>
        <type>float</type>
        <value>
          <use>normalmap_dds</use>
        </value>
      </uniform>
      <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>
    </pass>
  </technique>
  <technique n="16">
    <scheme>als-lighting</scheme>
    <predicate>
      <and>
        <or>
          <less-equal>
            <value type="float">4.0</value>
            <float-property>/sim/rendering/shaders/landmass</float-property>
          </less-equal>
          <less-equal>
            <value type="float">3.0</value>
            <float-property>/sim/rendering/shaders/transition</float-property>
          </less-equal>
        </or>
        <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>
        <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>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>
          <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>
      <texture-unit>
        <unit>4</unit>
        <type>
          <use>texture[4]/type</use>
        </type>
        <image>
          <use>texture[4]/image</use>
        </image>
        <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>
      <program>
        <vertex-shader n="0">Shaders/ALS/terrain-ultra.vert</vertex-shader>
        <vertex-shader n="1">Shaders/ALS/filters.vert</vertex-shader>
        <vertex-shader n="2">Shaders/ALS/shadows-include.vert</vertex-shader>
        <fragment-shader n="0">Shaders/ALS/runway.frag</fragment-shader>
        <fragment-shader n="1">Shaders/ALS/cloud-shadowfunc.frag</fragment-shader>
        <fragment-shader n="2">Shaders/ALS/noise.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/filters.frag</fragment-shader>
        <fragment-shader n="6">Shaders/ALS/lightspot.frag</fragment-shader>
        <fragment-shader n="7">Shaders/ALS/shadows-include.frag</fragment-shader>
      </program>
      <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>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>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>
      <uniform>
        <name>dust_cover_factor</name>
        <type>float</type>
        <value>
          <use>dust_cover_factor</use>
        </value>
      </uniform>
      <uniform>
        <name>lichen_cover_factor</name>
        <type>float</type>
        <value>
          <use>lichen_cover_factor</use>
        </value>
      </uniform>
      <uniform>
        <name>wetness</name>
        <type>float</type>
        <value>
          <use>wetness</use>
        </value>
      </uniform>
      <uniform>
        <name>rain_norm</name>
        <type>float</type>
        <value>
          <use>rnorm</use>
        </value>
      </uniform>
      <uniform>
        <name>fogstructure</name>
        <type>float</type>
        <value>
          <use>fogstructure</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>uvstretch</name>
        <type>float</type>
        <value>
          <use>uvstretch</use>
        </value>
      </uniform>
      <uniform>
        <name>air_pollution</name>
        <type>float</type>
        <value>
          <use>air_pollution</use>
        </value>
      </uniform>
      <!-- secondary lights -->
      <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>eyerel_x1</name>
        <type>float</type>
        <value>
          <use>eyerel_x1</use>
        </value>
      </uniform>
      <uniform>
        <name>eyerel_y1</name>
        <type>float</type>
        <value>
          <use>eyerel_y1</use>
        </value>
      </uniform>
      <uniform>
        <name>eyerel_z1</name>
        <type>float</type>
        <value>
          <use>eyerel_z1</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_project1</name>
        <type>float</type>
        <value>
          <use>lightspot_project1</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_dir1</name>
        <type>float</type>
        <value>
          <use>lightspot_dir1</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_size1</name>
        <type>float</type>
        <value>
          <use>lightspot_size1</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_r1</name>
        <type>float</type>
        <value>
          <use>lightspot_r1</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_g1</name>
        <type>float</type>
        <value>
          <use>lightspot_g1</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_b1</name>
        <type>float</type>
        <value>
          <use>lightspot_b1</use>
        </value>
      </uniform>
      <uniform>
        <name>eyerel_x2</name>
        <type>float</type>
        <value>
          <use>eyerel_x2</use>
        </value>
      </uniform>
      <uniform>
        <name>eyerel_y2</name>
        <type>float</type>
        <value>
          <use>eyerel_y2</use>
        </value>
      </uniform>
      <uniform>
        <name>eyerel_z2</name>
        <type>float</type>
        <value>
          <use>eyerel_z2</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_project2</name>
        <type>float</type>
        <value>
          <use>lightspot_project2</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_dir2</name>
        <type>float</type>
        <value>
          <use>lightspot_dir2</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_size2</name>
        <type>float</type>
        <value>
          <use>lightspot_size2</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_r2</name>
        <type>float</type>
        <value>
          <use>lightspot_r2</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_g2</name>
        <type>float</type>
        <value>
          <use>lightspot_g2</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_b2</name>
        <type>float</type>
        <value>
          <use>lightspot_b2</use>
        </value>
      </uniform>
      <uniform>
        <name>eyerel_x3</name>
        <type>float</type>
        <value>
          <use>eyerel_x3</use>
        </value>
      </uniform>
      <uniform>
        <name>eyerel_y3</name>
        <type>float</type>
        <value>
          <use>eyerel_y3</use>
        </value>
      </uniform>
      <uniform>
        <name>eyerel_z3</name>
        <type>float</type>
        <value>
          <use>eyerel_z3</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_size3</name>
        <type>float</type>
        <value>
          <use>lightspot_size3</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_r3</name>
        <type>float</type>
        <value>
          <use>lightspot_r3</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_g3</name>
        <type>float</type>
        <value>
          <use>lightspot_g3</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_b3</name>
        <type>float</type>
        <value>
          <use>lightspot_b3</use>
        </value>
      </uniform>
      <uniform>
        <name>eyerel_x4</name>
        <type>float</type>
        <value>
          <use>eyerel_x4</use>
        </value>
      </uniform>
      <uniform>
        <name>eyerel_y4</name>
        <type>float</type>
        <value>
          <use>eyerel_y4</use>
        </value>
      </uniform>
      <uniform>
        <name>eyerel_z4</name>
        <type>float</type>
        <value>
          <use>eyerel_z4</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_size4</name>
        <type>float</type>
        <value>
          <use>lightspot_size4</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_r4</name>
        <type>float</type>
        <value>
          <use>lightspot_r4</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_g4</name>
        <type>float</type>
        <value>
          <use>lightspot_g4</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_b4</name>
        <type>float</type>
        <value>
          <use>lightspot_b4</use>
        </value>
      </uniform>
      <uniform>
        <name>eyerel_x5</name>
        <type>float</type>
        <value>
          <use>eyerel_x5</use>
        </value>
      </uniform>
      <uniform>
        <name>eyerel_y5</name>
        <type>float</type>
        <value>
          <use>eyerel_y5</use>
        </value>
      </uniform>
      <uniform>
        <name>eyerel_z5</name>
        <type>float</type>
        <value>
          <use>eyerel_z5</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_size5</name>
        <type>float</type>
        <value>
          <use>lightspot_size5</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_r5</name>
        <type>float</type>
        <value>
          <use>lightspot_r5</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_g5</name>
        <type>float</type>
        <value>
          <use>lightspot_g5</use>
        </value>
      </uniform>
      <uniform>
        <name>lightspot_b5</name>
        <type>float</type>
        <value>
          <use>lightspot_b5</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_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>use_filtering</name>
        <type>bool</type>
        <value>
          <use>use_filtering</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>quality_level</name>
        <type>int</type>
        <value>
          <use>quality_level</use>
        </value>
      </uniform>
      <uniform>
        <name>tquality_level</name>
        <type>int</type>
        <value>
          <use>tquality_level</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>num_lightspots</name>
        <type>int</type>
        <value>
          <use>num_lightspots</use>
        </value>
      </uniform>
      <uniform>
        <name>overlay_flag</name>
        <type>int</type>
        <value>
          <use>overlay_flag</use>
        </value>
      </uniform>
      <uniform>
        <name>raise_vertex</name>
        <type>bool</type>
        <value>
          <use>raise_vertex</use>
        </value>
      </uniform>
      <uniform>
        <name>texture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>NormalTex</name>
        <type>sampler-2d</type>
        <value type="int">4</value>
      </uniform>
      <uniform>
        <name>colorMode</name>
        <type>int</type>
        <value>2</value>
        <!-- AMBIENT_AND_DIFFUSE -->
      </uniform>
      <!-- BEGIN shadows include -->
      <uniform>
        <name>shadow_tex</name>
        <type>sampler-2d</type>
        <value type="int">10</value>
      </uniform>
      <uniform>
        <name>shadows_enabled</name>
        <type>bool</type>
        <value>
          <use>shadows_enabled</use>
        </value>
      </uniform>
      <uniform>
        <name>sun_atlas_size</name>
        <type>int</type>
        <value>
          <use>sun_atlas_size</use>
        </value>
      </uniform>
      <!-- END shadows include -->
      <!--<depth>
        <function>lequal</function>
      <write-mask type="bool">false</write-mask> 
      </depth>-->
      <alpha-test>
        <comparison>greater</comparison>
        <reference type="float">0.4</reference>
      </alpha-test>
    </pass>
  </technique>
</PropertyList>