<?xml version="1.0" encoding="utf-8"?>
<!-- Effects files for trees, which are placed by a shader. -->

<!-- Trees are drawn in two passes. The first draws the opaque parts
     with z writes enabled. The second draws the the transparent bits
     with z testing enabled and z writes disabled. The transparent
     tree silhouettes will blend correctly against the opaque
     geometry. They may cause artifacts when blending against other
     edges, but the overall "forest" is supposed to be nice and
     fuzzy. There might also be artifacts when blending over other
     transparent objects, but that's mostly unavoidable.

     Note: no sorting needed! -->
<PropertyList>
	<name>Effects/tree</name>
	<parameters>
		<texture n ="0">
		</texture>
		<!-- 	fog include -->
		<num_deciduous_trees>0</num_deciduous_trees>
		<forest_effect_size>200.0</forest_effect_size>
		<forest_effect_shape>1.5</forest_effect_shape>
		<use_forest_effect>true</use_forest_effect>
		<use_tree_shadows>true</use_tree_shadows>
		<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>
		<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
		<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>
		<season><use>/environment/tree-season</use></season>
		<cseason><use>/environment/season</use></cseason>
		<dust_cover_factor><use>/environment/surface/dust-cover-factor</use></dust_cover_factor>
		<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
		<fogstructure><use>/environment/fog-structure</use></fogstructure>
		<air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
		<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
		<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
		<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
		<wind_effects><use>/sim/rendering/shaders/wind-effects</use></wind_effects>
		<forest_effects><use>/sim/rendering/shaders/forest</use></forest_effects>
		<windE><use>/environment/sea/surface/wind-from-east-fps</use></windE>
		<windN><use>/environment/sea/surface/wind-from-north-fps</use></windN>
		<display_xsize><use>/sim/startup/xsize</use></display_xsize>
  		<display_ysize><use>/sim/startup/ysize</use></display_ysize>
    		<view_pitch_offset><use>/sim/current-view/pitch-offset-deg</use></view_pitch_offset>
    		<view_heading_offset><use>/sim/current-view/heading-offset-deg</use></view_heading_offset>
    		<view_fov><use>/sim/current-view/field-of-view</use></view_fov>
    		<use_searchlight><use>/sim/rendering/als-secondary-lights/use-searchlight</use></use_searchlight>
    		<use_landing_light><use>/sim/rendering/als-secondary-lights/use-landing-light</use></use_landing_light>
    		<use_alt_landing_light><use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use></use_alt_landing_light>
    		<landing_light1_offset><use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use></landing_light1_offset>
    		<landing_light2_offset><use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use></landing_light2_offset>
            <landing_light3_offset><use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use></landing_light3_offset>
		<use_filtering><use>/sim/rendering/als-filters/use-filtering</use></use_filtering>
    		<gamma><use>/sim/rendering/als-filters/gamma</use></gamma>
    		<brightness><use>/sim/rendering/als-filters/brightness</use></brightness>
    		<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
    		<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
    		<delta_T><use>/environment/surface/delta-T-vegetation</use></delta_T>
		<use_optimization><use>/sim/rendering/random-vegetation-optimize</use></use_optimization>
		<tree_patches>false</tree_patches>
		<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>
		<!-- 	END fog include -->
	</parameters>


  <technique n="3">
    <predicate>
      <and>
        <property>/sim/rendering/shaders/skydome</property>
        <property>/sim/rendering/random-vegetation</property>
        <property>/sim/rendering/multi-sample-buffers</property>
	<property>/sim/rendering/random-vegetation-shadows</property>
	<less-equal>
           <value type="float">1.0</value>
	   <float-property>/sim/rendering/multi-samples</float-property>
        </less-equal>
	<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>
	<extension-supported>GL_ARB_multisample</extension-supported>
	<less-equal>
            <value type="float">2.0</value>
            <glversion/>
        </less-equal>
      </and>
    </predicate>
   
    <pass>
      <lighting>true</lighting>
			<material>
				<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
				<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
				<color-mode>off</color-mode>
			</material>
			<texture-unit>
				<unit>0</unit>
				<type>2d</type>
				<image>
					<use>texture[0]/image</use>
				</image>
				<wrap-s>clamp</wrap-s>
				<wrap-t>clamp</wrap-t>
			</texture-unit>
			<alpha-to-coverage>true</alpha-to-coverage>
      <program>
        <vertex-shader>Shaders/tree-ALS-shadow.vert</vertex-shader>
        <vertex-shader>Shaders/noise.frag</vertex-shader>
	<vertex-shader>Shaders/cloud-shadowfunc.frag</vertex-shader>
        <fragment-shader>Shaders/tree-ALS-shadow.frag</fragment-shader>
	<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
	<fragment-shader>Shaders/hazes.frag</fragment-shader>
	<fragment-shader>Shaders/filters-ALS.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>cloud_self_shading</name>
        <type>float</type>
        <value><use>cloud_self_shading</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>dust_cover_factor</name>
        <type>float</type>
        <value><use>dust_cover_factor</use></value>
      </uniform>
      <uniform>
        <name>snow_level</name>
        <type>float</type>
        <value><use>snow_level</use></value>
      </uniform>
      <uniform>
        <name>season</name>
        <type>float</type>
        <value><use>season</use></value>
      </uniform>
      <uniform>
        <name>cseason</name>
        <type>float</type>
        <value><use>cseason</use></value>
      </uniform>
      <uniform>
	<name>WindE</name>
	<type>float</type>
	<value><use>windE</use></value>
      </uniform>
      <uniform>
	<name>WindN</name>
	<type>float</type>
	<value><use>windN</use></value>
      </uniform>
      <uniform>
        <name>air_pollution</name>
        <type>float</type>
        <value><use>air_pollution</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_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>
	<!-- 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>num_deciduous_trees</name>
        <type>int</type>
        <value><use>num_deciduous_trees</use></value>
      </uniform>
      <uniform>
        <name>use_forest_effect</name>
        <type>bool</type>
        <value><use>use_forest_effect</use></value>
      </uniform>
      <uniform>
        <name>use_tree_shadows</name>
        <type>bool</type>
        <value><use>use_tree_shadows</use></value>
      </uniform>
      <uniform>
        <name>use_optimization</name>
        <type>bool</type>
        <value><use>use_optimization</use></value>
      </uniform>
      <uniform>
        <name>tree_patches</name>
        <type>bool</type>
        <value><use>tree_patches</use></value>
      </uniform>
      <uniform>
        <name>forest_effect_size</name>
        <type>float</type>
        <value><use>forest_effect_size</use></value>
      </uniform>
      <uniform>
        <name>forest_effect_shape</name>
        <type>float</type>
        <value><use>forest_effect_shape</use></value>
      </uniform> 
      <uniform>
        <name>texture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>colorMode</name>
        <type>int</type>
        <value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
      </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>wind_effects</name>
      <type>int</type>
      <value><use>wind_effects</use></value>
     </uniform>
     <uniform>
      <name>forest_effects</name>
      <type>int</type>
      <value><use>forest_effects</use></value>
     </uniform>
    </pass>
  </technique>

  <technique n="4">
    <predicate>
      <and>
        <property>/sim/rendering/shaders/skydome</property>
        <property>/sim/rendering/random-vegetation</property>
        <property>/sim/rendering/multi-sample-buffers</property>
			  <less-equal>
           <value type="float">1.0</value>
					 <float-property>/sim/rendering/multi-samples</float-property>
        </less-equal>
				<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>
				<extension-supported>GL_ARB_multisample</extension-supported>
      </and>
    </predicate>
   
    <pass>
      <lighting>true</lighting>
			<material>
				<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
				<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
				<color-mode>off</color-mode>
			</material>
			<texture-unit>
				<unit>0</unit>
				<type>2d</type>
				<image>
					<use>texture[0]/image</use>
				</image>
				<wrap-s>clamp</wrap-s>
				<wrap-t>clamp</wrap-t>
			</texture-unit>
			<alpha-to-coverage>true</alpha-to-coverage>
      <program>
        <vertex-shader>Shaders/tree-ALS.vert</vertex-shader>
        <vertex-shader>Shaders/noise.frag</vertex-shader>
	<vertex-shader>Shaders/cloud-shadowfunc.frag</vertex-shader>
        <fragment-shader>Shaders/tree-ALS.frag</fragment-shader>
	<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
	<fragment-shader>Shaders/hazes.frag</fragment-shader>
	<fragment-shader>Shaders/filters-ALS.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>cloud_self_shading</name>
        <type>float</type>
        <value><use>cloud_self_shading</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>dust_cover_factor</name>
        <type>float</type>
        <value><use>dust_cover_factor</use></value>
      </uniform>
      <uniform>
        <name>snow_level</name>
        <type>float</type>
        <value><use>snow_level</use></value>
      </uniform>
      <uniform>
        <name>season</name>
        <type>float</type>
        <value><use>season</use></value>
      </uniform>
      <uniform>
        <name>cseason</name>
        <type>float</type>
        <value><use>cseason</use></value>
      </uniform>
      <uniform>
	<name>WindE</name>
	<type>float</type>
	<value><use>windE</use></value>
      </uniform>
      <uniform>
	<name>WindN</name>
	<type>float</type>
	<value><use>windN</use></value>
      </uniform>
      <uniform>
        <name>air_pollution</name>
        <type>float</type>
        <value><use>air_pollution</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_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>
     <!-- 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>num_deciduous_trees</name>
        <type>int</type>
        <value><use>num_deciduous_trees</use></value>
      </uniform> 
      <uniform>
        <name>use_forest_effect</name>
        <type>bool</type>
        <value><use>use_forest_effect</use></value>
      </uniform>
      <uniform>
        <name>forest_effect_size</name>
        <type>float</type>
        <value><use>forest_effect_size</use></value>
      </uniform>
      <uniform>
        <name>forest_effect_shape</name>
        <type>float</type>
        <value><use>forest_effect_shape</use></value>
      </uniform> 
      <uniform>
        <name>texture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>colorMode</name>
        <type>int</type>
        <value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
      </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>wind_effects</name>
      <type>int</type>
      <value><use>wind_effects</use></value>
     </uniform>
     <uniform>
      <name>forest_effects</name>
      <type>int</type>
      <value><use>forest_effects</use></value>
     </uniform>
    </pass>
  </technique>
	
  <technique n="5">
    <predicate>
      <and>
        <property>/sim/rendering/shaders/skydome</property>
        <property>/sim/rendering/random-vegetation</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>
				<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
				<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
				<color-mode>off</color-mode>
			</material>
			<texture-unit>
				<unit>0</unit>
				<type>2d</type>
				<image>
					<use>texture[0]/image</use>
				</image>
				<wrap-s>clamp</wrap-s>
				<wrap-t>clamp</wrap-t>
			</texture-unit>
			<alpha-test>
				<comparison>gequal</comparison>
				<reference type="float">0.1</reference>
			</alpha-test>
      <program>
        <vertex-shader>Shaders/tree-ALS.vert</vertex-shader>
        <vertex-shader>Shaders/noise.frag</vertex-shader>
	<vertex-shader>Shaders/cloud-shadowfunc.frag</vertex-shader>
        <fragment-shader>Shaders/tree-ALS.frag</fragment-shader>
	<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
	<fragment-shader>Shaders/hazes.frag</fragment-shader>
	<fragment-shader>Shaders/filters-ALS.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>cloud_self_shading</name>
        <type>float</type>
        <value><use>cloud_self_shading</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>dust_cover_factor</name>
        <type>float</type>
        <value><use>dust_cover_factor</use></value>
      </uniform>
      <uniform>
        <name>snow_level</name>
        <type>float</type>
        <value><use>snow_level</use></value>
      </uniform>
      <uniform>
        <name>season</name>
        <type>float</type>
        <value><use>season</use></value>
      </uniform>
      <uniform>
        <name>cseason</name>
        <type>float</type>
        <value><use>cseason</use></value>
      </uniform>
     <uniform>
	<name>WindE</name>
	<type>float</type>
	<value><use>windE</use></value>
      </uniform>
      <uniform>
	<name>WindN</name>
	<type>float</type>
	<value><use>windN</use></value>
      </uniform>
      <uniform>
        <name>air_pollution</name>
        <type>float</type>
        <value><use>air_pollution</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>
      <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>num_deciduous_trees</name>
        <type>int</type>
        <value><use>num_deciduous_trees</use></value>
      </uniform>
      <uniform>
        <name>use_forest_effect</name>
        <type>bool</type>
        <value><use>use_forest_effect</use></value>
      </uniform>
      <uniform>
        <name>forest_effect_size</name>
        <type>float</type>
        <value><use>forest_effect_size</use></value>
      </uniform>
      <uniform>
        <name>forest_effect_shape</name>
        <type>float</type>
        <value><use>forest_effect_shape</use></value>
      </uniform>  
      <uniform>
        <name>texture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>colorMode</name>
        <type>int</type>
        <value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
      </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>wind_effects</name>
      <type>int</type>
      <value><use>wind_effects</use></value>
     </uniform>
     <uniform>
      <name>forest_effects</name>
      <type>int</type>
      <value><use>forest_effects</use></value>
     </uniform>
    </pass>
  </technique>
  	
	<technique n="8">
		<predicate>
			<and>
        <property>/sim/rendering/rembrandt/enabled</property>
				<property>/sim/rendering/random-vegetation</property>
			</and>
		</predicate>
		<pass n="0">
			<lighting>true</lighting>
			<material>
				<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
				<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
				<color-mode>off</color-mode>
			</material>
			<alpha-test>
				<comparison>gequal</comparison>
				<reference type="float">0.1</reference>
			</alpha-test>
			<texture-unit>
				<unit>0</unit>
				<type>2d</type>
				<image>
					<use>texture[0]/image</use>
				</image>
				<wrap-s>clamp</wrap-s>
				<wrap-t>clamp</wrap-t>
			</texture-unit>
			<program>
				<vertex-shader>Shaders/deferred-tree.vert</vertex-shader>
				<fragment-shader>Shaders/deferred-tree.frag</fragment-shader>
				<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
				<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
			</program>
      <uniform>
        <name>season</name>
        <type>float</type>
        <value><use>season</use></value>
      </uniform>
			<uniform>
				<name>texture</name>
				<type>sampler-2d</type>
				<value type="int">0</value>
			</uniform>
		</pass>
	</technique>
	
	<technique n="9">
		<predicate>
			<and>
				<property>/sim/rendering/random-vegetation</property>
        <property>/sim/rendering/multi-sample-buffers</property>
			  <less-equal>
           <value type="float">1.0</value>
					 <float-property>/sim/rendering/multi-samples</float-property>
        </less-equal>
        <extension-supported>GL_ARB_multisample</extension-supported>
        <extension-supported>GL_ARB_vertex_shader</extension-supported>
        <extension-supported>GL_ARB_fragment_shader</extension-supported>
				<less-equal>
					<value type="float">1.0</value>
					<shader-language/>
				</less-equal>
			</and>
		</predicate>
		<pass n="0">
			<lighting>true</lighting>
			<material>
				<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
				<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
				<color-mode>off</color-mode>
			</material>
			<alpha-to-coverage>true</alpha-to-coverage>
			<texture-unit>
				<unit>0</unit>
				<type>2d</type>
				<image>
					<use>texture[0]/image</use>
				</image>
				<wrap-s>clamp</wrap-s>
				<wrap-t>clamp</wrap-t>
			</texture-unit>
			<program>
				<!-- 				<vertex-shader>Shaders/include_fog.vert</vertex-shader> -->
				<vertex-shader>Shaders/tree.vert</vertex-shader>
				<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
				<fragment-shader n="1">Shaders/tree.frag</fragment-shader>
			</program>
			<uniform>
				<name>baseTexture</name>
				<type>sampler-2d</type>
				<value type="int">0</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>
      <uniform>
        <name>season</name>
        <type>float</type>
        <value><use>season</use></value>
      </uniform>
			<!-- 			END fog include -->
		</pass>
	</technique>
	
	<technique n="10">
		<predicate>
			<and>
				<property>/sim/rendering/shaders/quality-level</property>
				<property>/sim/rendering/random-vegetation</property>
				<less-equal>
					<value type="float">1.0</value>
					<shader-language/>
				</less-equal>
			</and>
		</predicate>
		<pass n="0">
			<lighting>true</lighting>
			<material>
				<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
				<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
				<color-mode>off</color-mode>
			</material>
			<alpha-test>
				<comparison>gequal</comparison>
				<reference type="float">0.33</reference>
			</alpha-test>
			<texture-unit>
				<unit>0</unit>
				<type>2d</type>
				<image>
					<use>texture[0]/image</use>
				</image>
				<wrap-s>clamp</wrap-s>
				<wrap-t>clamp</wrap-t>
			</texture-unit>
			<program>
				<!-- 				<vertex-shader>Shaders/include_fog.vert</vertex-shader> -->
				<vertex-shader>Shaders/tree.vert</vertex-shader>
				<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
				<fragment-shader n="1">Shaders/tree.frag</fragment-shader>
			</program>
			<uniform>
				<name>baseTexture</name>
				<type>sampler-2d</type>
				<value type="int">0</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>
      <uniform>
        <name>season</name>
        <type>float</type>
        <value><use>season</use></value>
      </uniform>
			<!-- 			END fog include -->
		</pass>

    <pass n="1">
			<lighting>true</lighting>
			<material>
				<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
				<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
				<color-mode>off</color-mode>
			</material>
			<render-bin>
				<bin-number>2</bin-number>
				<bin-name>RenderBin</bin-name>
			</render-bin>
			<alpha-test>
				<comparison>less</comparison>
				<reference type="float">0.33</reference>
			</alpha-test>
			<blend>
				<source>src-alpha</source>
				<destination>one-minus-src-alpha</destination>
			</blend>
			<depth>
				<write-mask>false</write-mask>
			</depth>
			<texture-unit>
				<unit>0</unit>
				<type>2d</type>
				<image>
					<use>texture[0]/image</use>
				</image>
				<wrap-s>clamp</wrap-s>
				<wrap-t>clamp</wrap-t>
			</texture-unit>
			<program>
<!-- 				<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
				<vertex-shader n="1">Shaders/tree.vert</vertex-shader>
				<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
				<fragment-shader n="1">Shaders/tree.frag</fragment-shader>
			</program>
			<uniform>
				<name>baseTexture</name>
				<type>sampler-2d</type>
				<value type="int">0</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>
      <uniform>
        <name>season</name>
        <type>float</type>
        <value><use>season</use></value>
      </uniform>
		</pass>
	</technique>
</PropertyList>