<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
	<name>Effects/terrain-default</name>
	<!-- <inherits-from>another-effect</inherits-from> -->
	<parameters>
		<material>
			<ambient type="vec4d">
				0.2 .2 0.2 1.0
			</ambient>
			<diffuse type="vec4d">
				.8 .8 .8 1.0
			</diffuse>
			<specular type="vec4d">
				0.0 0.0 0.0 1.0
			</specular>
			<emissive type="vec4d">
				0.0 0.0 0.0 1.0
			</emissive>
			<shininess>1.2</shininess>
		</material>
		<texture n="0">
			<image>Textures/Terrain/unknown.png</image>
			<filter>linear-mipmap-linear</filter>
			<!-- also repeat -->
			<wrap-s>repeat</wrap-s>
			<wrap-t>repeat</wrap-t>
			<!--
           <wrap-r>clamp-to-border</wrap-r>
           -->
			<!-- float, signed-integer, integer -->
			<internal-format>normalized</internal-format>
		</texture>
		<transparent>false</transparent>
		<render-bin>
			<bin-number>0</bin-number>
			<bin-name>RenderBin</bin-name>
		</render-bin>
		<visibility>
			<use>/environment/ground-visibility-m</use>
		</visibility>
		<avisibility>
			<use>/environment/visibility-m</use>
		</avisibility>
		<lthickness>
			<use>/environment/ground-haze-thickness-m</use>
		</lthickness>
		<scattering>
			<use>/rendering/scene/scattering</use>
		</scattering>
		<terminator>
			<use>/environment/terminator-relative-position-m</use>
		</terminator>
		<fogtype>
			<use>/sim/rendering/scattering-shader</use>
		</fogtype>
	</parameters>
	<!-- put techniques at a "high" index to allow derived effects to
       insert their own techniques first. -->
	<technique n="10">
		<predicate>
			<and>
				<property>/sim/rendering/shader-effects</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>
					<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>
			<texture-unit>
				<unit>0</unit>
				<image>
					<use>texture[0]/image</use>
				</image>
				<filter>
					<use>texture[0]/filter</use>
				</filter>
				<wrap-s>
					<use>texture[0]/wrap-s</use>
				</wrap-s>
				<wrap-t>
					<use>texture[0]/wrap-t</use>
				</wrap-t>
				<internal-format>
					<use>texture[0]/internal-format</use>
				</internal-format>
			</texture-unit>
			<program>
				<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
				<vertex-shader n="1">Shaders/default.vert</vertex-shader>
				<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
				<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>
			</program>
			<uniform>
				<name>texture</name>
				<type>sampler-2d</type>
				<value type="int">0</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[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>
			<program>
				<vertex-shader>Shaders/include_fog.vert</vertex-shader>
				<vertex-shader>Shaders/default.vert</vertex-shader>
				<fragment-shader>Shaders/default.frag</fragment-shader>
				<fragment-shader>Shaders/include_fog.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>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>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>
			<depth>
				<function>lequal</function>
				<write-mask type="bool">false</write-mask>
			</depth>
		</pass>
	</technique>
	<technique n="11">
		<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[0]/image</use>
				</image>
				<filter>
					<use>texture[0]/filter</use>
				</filter>
				<wrap-s>
					<use>texture[0]/wrap-s</use>
				</wrap-s>
				<wrap-t>
					<use>texture[0]/wrap-t</use>
				</wrap-t>
				<internal-format>
					<use>texture[0]/internal-format</use>
				</internal-format>
				<environment>
					<mode>modulate</mode>
				</environment>
			</texture-unit>
		</pass>
	</technique>
</PropertyList>