<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/airfield</name> <inherits-from>Effects/terrain-default</inherits-from> <parameters> <texture n="13"> <image>Textures.high/Terrain/airport_grass2.png</image> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> </parameters> <technique n="2"> <predicate> <and> <property>/sim/rendering/shaders/skydome</property> <or> <less-equal> <value type="float">2.0</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> <alpha-test><use>transparent</use></alpha-test> <shade-model>smooth</shade-model> <cull-face>back</cull-face> <render-bin> <bin-number>-1</bin-number> <bin-name>RenderBin</bin-name> </render-bin> <program> <vertex-shader>Shaders/trivial.vert</vertex-shader> <fragment-shader>Shaders/trivial.frag</fragment-shader> </program> <uniform> <name>ylimit</name> <type>float</type> <value> <use>ylimit</use></value> </uniform> <uniform> <name>zlimit1</name> <type>float</type> <value> <use>zlimit1</use></value> </uniform> <uniform> <name>zlimit2</name> <type>float</type> <value> <use>zlimit2</use></value> </uniform> <color-mask type="vec4d">0 0 0 0</color-mask> </pass> <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> <image><use>texture[13]/image</use></image> <filter><use>texture[13]/filter</use></filter> <wrap-s><use>texture[13]/wrap-s</use></wrap-s> <wrap-t><use>texture[13]/wrap-t</use></wrap-t> <internal-format> <use>texture[13]/internal-format</use> </internal-format> </texture-unit> <texture-unit> <unit>1</unit> <type>noise</type> </texture-unit> <texture-unit> <unit>6</unit> <image><use>texture[10]/image</use></image> <filter><use>texture[10]/filter</use></filter> <wrap-s><use>texture[10]/wrap-s</use></wrap-s> <wrap-t><use>texture[10]/wrap-t</use></wrap-t> <internal-format> <use>texture[10]/internal-format</use> </internal-format> </texture-unit> <program> <vertex-shader>Shaders/terrain-haze-ultra.vert</vertex-shader> <fragment-shader>Shaders/airfield.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>wetness</name> <type>float</type> <value> <use>wetness</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>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>texture</name> <type>sampler-2d</type> <value type="int">0</value> </uniform> <uniform> <name>snow_texture</name> <type>sampler-2d</type> <value type="int">6</value> </uniform> <uniform> <name>colorMode</name> <type>int</type> <value>2</value> <!-- AMBIENT_AND_DIFFUSE --> </uniform> <depth> <function>lequal</function> <write-mask type="bool">false</write-mask> </depth> </pass> </technique> </PropertyList>