<?xml version="1.0" encoding="utf-8"?>

<PropertyList>
  <name>Effects/model-interior-display</name>
  <inherits-from>Effects/model-interior</inherits-from>

  <parameters>
	<texture n="5">
			<type>2d</type>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>clamp</wrap-s>
			<wrap-t>clamp</wrap-t>
			<internal-format>normalized</internal-format>
			<image>Aircraft/Generic/Effects/dust-effect-overlay.png</image>
	</texture>
	<sample-res>0.0007</sample-res>
	<dirt-factor>3.0</dirt-factor>
	<contrast>1.0</contrast>
  </parameters>



  <technique n="2">
    <predicate>
      <and>
        <property>/sim/rendering/shaders/skydome</property>
	<less-equal>
		<value type="float">2.0</value>
		<float-property>/sim/rendering/shaders/model</float-property>
	</less-equal>
        <or>
          <less-equal>
            <value type="float">2.0</value>
            <glversion/>
          </less-equal>
          <and>
            <extension-supported>GL_ARB_shader_objects</extension-supported>
            <extension-supported>GL_ARB_shading_language_100</extension-supported>
            <extension-supported>GL_ARB_vertex_shader</extension-supported>
            <extension-supported>GL_ARB_fragment_shader</extension-supported>
          </and>
        </or>
      </and>
    </predicate>
    <pass>
      <lighting>true</lighting>
      <material>
        <active><use>material/active</use></active>
        <ambient><use>material/ambient</use></ambient>
        <diffuse><use>material/diffuse</use></diffuse>
        <specular><use>material/specular</use></specular>
        <emissive><use>material/emissive</use></emissive>
        <shininess><use>material/shininess</use></shininess>
        <color-mode><use>material/color-mode</use></color-mode>
      </material>
      <blend>
        <active><use>blend/active</use></active>
        <source><use>blend/source</use></source>
        <destination><use>blend/destination</use></destination>
      </blend>
      <shade-model><use>shade-model</use></shade-model>
      <cull-face><use>cull-face</use></cull-face>
      <rendering-hint><use>rendering-hint</use></rendering-hint>
      <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>
      </texture-unit>
      <texture-unit>
        <unit>3</unit>
        <type><use>texture[3]/type</use></type>
        <image><use>texture[3]/image</use></image>
        <filter><use>texture[3]/filter</use></filter>
        <wrap-s><use>texture[3]/wrap-s</use></wrap-s>
        <wrap-t><use>texture[3]/wrap-t</use></wrap-t>
      </texture-unit>
      <texture-unit>
	<unit>4</unit>
	<type><use>texture[4]/type</use></type>
	<images><use>texture[4]/images</use></images>
      </texture-unit>
      <texture-unit>
        <unit>5</unit>
        <type><use>texture[5]/type</use></type>
        <image><use>texture[5]/image</use></image>
        <filter><use>texture[5]/filter</use></filter>
        <wrap-s><use>texture[5]/wrap-s</use></wrap-s>
        <wrap-t><use>texture[5]/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>
      <program>
        <vertex-shader>Shaders/model-interior-ALS-detailed.vert</vertex-shader>
        <fragment-shader>Shaders/model-interior-display-ALS.frag</fragment-shader>
        <fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
        <fragment-shader>Shaders/noise.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>terminator</name>
	<type>float</type>
	<value><use>terminator</use></value>
      </uniform>
      <uniform>
        <name>ground_scattering</name>
        <type>float</type>
        <value><use>ground_scattering</use></value>
      </uniform>
      <uniform>
	<name>terminator</name>
	<type>float</type>
	<value><use>terminator</use></value>
      </uniform>
      <uniform>
        <name>terrain_alt</name>
        <type>float</type>
        <value><use>terrain_alt</use></value>
      </uniform>
      <uniform>
        <name>overcast</name>
        <type>float</type>
        <value><use>overcast</use></value>
      </uniform>
     <uniform>
        <name>eye_alt</name>
        <type>float</type>
        <value><use>eye_alt</use></value>
      </uniform>
      <uniform>
        <name>cloud_self_shading</name>
        <type>float</type>
        <value><use>cloud_self_shading</use></value>
      </uniform>
      <uniform>
        <name>moonlight</name>
        <type>float</type>
        <value><use>moonlight</use></value>
      </uniform>
     <uniform>
        <name>offset_vec</name>
        <type>float-vec3</type>
        <value><use>opacity-cube-center</use></value>
     </uniform>
     <uniform>
        <name>scale_vec</name>
        <type>float-vec3</type>
        <value><use>opacity-cube-scale</use></value>
     </uniform>
     <uniform>
        <name>angle</name>
        <type>float</type>
        <value><use>opacity-cube-angle</use></value>
     </uniform>
     <uniform>
        <name>tag_color</name>
        <type>float-vec3</type>
        <value><use>implicit-lightmap-tag-color</use></value>
     </uniform>
     <uniform>
        <name>emit_color</name>
        <type>float-vec3</type>
        <value><use>implicit-lightmap-emit-color</use></value>
     </uniform>
     <uniform>
        <name>light_filter_one</name>
        <type>float-vec3</type>
        <value><use>light-filter-one</use></value>
     </uniform>
     <uniform>
        <name>light_filter_two</name>
        <type>float-vec3</type>
        <value><use>light-filter-two</use></value>
     </uniform>
     <uniform>
        <name>light_radius</name>
        <type>float</type>
        <value><use>light-radius</use></value>
     </uniform>
     <uniform>
        <name>threshold_low</name>
        <type>float</type>
        <value><use>implicit-lightmap-threshold-low</use></value>
     </uniform>
     <uniform>
        <name>threshold_high</name>
        <type>float</type>
        <value><use>implicit-lightmap-threshold-high</use></value>
     </uniform>
    <uniform>
        <name>emit_intensity</name>
        <type>float</type>
        <value><use>implicit-lightmap-intensity</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>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>lightmap_r_factor</name>
	<type>float</type>
	<value><use>lightmap-factor[0]</use></value>
     </uniform>	   
     <uniform>
	<name>lightmap_r_color</name>
	<type>float-vec3</type>
	<value><use>lightmap-color[0]</use></value>
     </uniform>
    <uniform>
	<name>lightmap_g_factor</name>
	<type>float</type>
	<value><use>lightmap-factor[1]</use></value>
     </uniform>	   
     <uniform>
	<name>lightmap_g_color</name>
	<type>float-vec3</type>
	<value><use>lightmap-color[1]</use></value>
     </uniform>
    <uniform>
	<name>lightmap_b_factor</name>
	<type>float</type>
	<value><use>lightmap-factor[2]</use></value>
     </uniform>	   
     <uniform>
	<name>lightmap_b_color</name>
	<type>float-vec3</type>
	<value><use>lightmap-color[2]</use></value>
     </uniform>
    <uniform>
	<name>lightmap_a_factor</name>
	<type>float</type>
	<value><use>lightmap-factor[3]</use></value>
     </uniform>	   
     <uniform>
	<name>lightmap_a_color</name>
	<type>float-vec3</type>
	<value><use>lightmap-color[3]</use></value>
     </uniform>
     <uniform>
	<name>grain_magnification</name>
	<type>float</type>
	<value><use>grain-magnification</use></value>
     </uniform>
     <uniform>
	<name>irradiance_map_strength</name>
	<type>float</type>
	<value><use>irradiance-map-strength</use></value>
     </uniform>
     <uniform>
	<name>ra_irradiance_map_strength</name>
	<type>float</type>
	<value><use>ra-irradiance-map-strength</use></value>
     </uniform>
     <uniform>
	<name>residual_ambience_r</name>
	<type>float</type>
	<value><use>residual-ambience-r</use></value>
     </uniform>
     <uniform>
	<name>residual_ambience_g</name>
	<type>float</type>
	<value><use>residual-ambience-g</use></value>
     </uniform>
     <uniform>
	<name>residual_ambience_b</name>
	<type>float</type>
	<value><use>residual-ambience-b</use></value>
     </uniform>
      <uniform>
        <name>sample_res</name>
        <type>float</type>
        <value><use>sample-res</use></value>
      </uniform>
      <uniform>
        <name>dirt_factor</name>
        <type>float</type>
        <value><use>dirt-factor</use></value>
      </uniform>
      <uniform>
        <name>contrast</name>
        <type>float</type>
        <value><use>contrast</use></value>
      </uniform>
     <!-- filtering -->
     <uniform>
        <name>gamma</name>
        <type>float</type>
        <value><use>gamma</use></value>
      </uniform>
      <uniform>
        <name>brightness</name>
        <type>float</type>
        <value><use>brightness</use></value>
      </uniform>
      <uniform>
        <name>use_filtering</name>
        <type>bool</type>
        <value><use>use_filtering</use></value>
      </uniform>
      <uniform>
        <name>use_night_vision</name>
        <type>bool</type>
        <value><use>use_night_vision</use></value>
      </uniform>
      <uniform>
        <name>use_IR_vision</name>
        <type>bool</type>
        <value><use>use_IR_vision</use></value>
      </uniform>
      <uniform>
        <name>delta_T</name>
        <type>float</type>
        <value><use>delta_T</use></value>
      </uniform>
      <uniform>
        <name>texture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>lightmap_texture</name>
        <type>sampler-2d</type>
        <value type="int">3</value>
      </uniform>
      <uniform>
	<name>cube_texture</name>
        <type>sampler-cube</type>
	<value type="int">4</value>
      </uniform>
      <uniform>
        <name>dust_texture</name>
        <type>sampler-2d</type>
        <value type="int">5</value>
      </uniform>  
      <uniform>
        <name>grain_texture</name>
        <type>sampler-2d</type>
        <value type="int">7</value>
      </uniform>
      <uniform>
        <name>colorMode</name>
        <type>int</type>
        <value><use>material/color-mode-uniform</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>implicit_lightmap_enabled</name>
        <type>int</type>
        <value><use>implicit-lightmap-enabled</use></value>
      </uniform>
      <uniform>
 	<name>use_flashlight</name>
 	<type>int</type>
 	<value><use>use-flashlight</use></value>
      </uniform>
      <uniform>
	<name>lightmap_enabled</name>
	<type>int</type>
	<value><use>lightmap-enabled</use></value>
      </uniform>
      <uniform>
	<name>lightmap_multi</name>
	<type>int</type>
	<value><use>lightmap-multi</use></value>
      </uniform>
      <uniform>
	<name>irradiance_map_type</name>
	<type>int</type>
	<value><use>irradiance-map-type</use></value>
      </uniform>
      <uniform>
	<name>ra_irradiance_map_type</name>
	<type>int</type>
	<value><use>ra-irradiance-map-type</use></value>
      </uniform>
      <uniform>
	<name>grain_texture_enabled</name>
	<type>int</type>
	<value><use>grain-texture-enabled</use></value>
      </uniform>
    </pass>
  </technique>



<!--  <technique n="4">
    <predicate>
      <and>
        <property>/sim/rendering/shaders/skydome</property>
        <or>
          <less-equal>
            <value type="float">2.0</value>
            <glversion/>
          </less-equal>
          <and>
            <extension-supported>GL_ARB_shader_objects</extension-supported>
            <extension-supported>GL_ARB_shading_language_100</extension-supported>
            <extension-supported>GL_ARB_vertex_shader</extension-supported>
            <extension-supported>GL_ARB_fragment_shader</extension-supported>
          </and>
        </or>
      </and>
    </predicate>
    <pass>
      <lighting>true</lighting>
      <material>
        <active><use>material/active</use></active>
        <ambient><use>material/ambient</use></ambient>
        <diffuse><use>material/diffuse</use></diffuse>
        <specular><use>material/specular</use></specular>
        <emissive><use>material/emissive</use></emissive>
        <shininess><use>material/shininess</use></shininess>
        <color-mode><use>material/color-mode</use></color-mode>
      </material>
      <blend>
        <active><use>blend/active</use></active>
        <source><use>blend/source</use></source>
        <destination><use>blend/destination</use></destination>
      </blend>
      <shade-model><use>shade-model</use></shade-model>
      <cull-face><use>cull-face</use></cull-face>
      <rendering-hint><use>rendering-hint</use></rendering-hint>
      <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>
      </texture-unit>
      <texture-unit>
	<unit>4</unit>
	<type><use>texture[4]/type</use></type>
	<images><use>texture[4]/images</use></images>
      </texture-unit>
      <vertex-program-two-side>
        <use>vertex-program-two-side</use>
      </vertex-program-two-side>
      <program>
        <vertex-shader>Shaders/generic-ALS-base.vert</vertex-shader>
        <fragment-shader>Shaders/model-interior-ALS-base.frag</fragment-shader>
        <fragment-shader>Shaders/hazes.frag</fragment-shader>
        <fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
        <fragment-shader>Shaders/noise.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>terminator</name>
	<type>float</type>
	<value><use>terminator</use></value>
      </uniform>
      <uniform>
        <name>ground_scattering</name>
        <type>float</type>
        <value><use>ground_scattering</use></value>
      </uniform>
      <uniform>
	<name>terminator</name>
	<type>float</type>
	<value><use>terminator</use></value>
      </uniform>
      <uniform>
        <name>terrain_alt</name>
        <type>float</type>
        <value><use>terrain_alt</use></value>
      </uniform>
      <uniform>
        <name>overcast</name>
        <type>float</type>
        <value><use>overcast</use></value>
      </uniform>
     <uniform>
        <name>eye_alt</name>
        <type>float</type>
        <value><use>eye_alt</use></value>
      </uniform>
      <uniform>
        <name>cloud_self_shading</name>
        <type>float</type>
        <value><use>cloud_self_shading</use></value>
      </uniform>
      <uniform>
        <name>moonlight</name>
        <type>float</type>
        <value><use>moonlight</use></value>
      </uniform>
     <uniform>
        <name>offset_vec</name>
        <type>float-vec3</type>
        <value><use>opacity-cube-center</use></value>
     </uniform>
     <uniform>
        <name>scale_vec</name>
        <type>float-vec3</type>
        <value><use>opacity-cube-scale</use></value>
     </uniform>
     <uniform>
        <name>angle</name>
        <type>float</type>
        <value><use>opacity-cube-angle</use></value>
     </uniform>
     <uniform>
        <name>tag_color</name>
        <type>float-vec3</type>
        <value><use>implicit-lightmap-tag-color</use></value>
     </uniform>
     <uniform>
        <name>emit_color</name>
        <type>float-vec3</type>
        <value><use>implicit-lightmap-emit-color</use></value>
     </uniform>
     <uniform>
        <name>light_filter_one</name>
        <type>float-vec3</type>
        <value><use>light-filter-one</use></value>
     </uniform>
     <uniform>
        <name>light_filter_two</name>
        <type>float-vec3</type>
        <value><use>light-filter-two</use></value>
     </uniform>
     <uniform>
        <name>light_radius</name>
        <type>float</type>
        <value><use>light-radius</use></value>
     </uniform>
     <uniform>
        <name>threshold_low</name>
        <type>float</type>
        <value><use>implicit-lightmap-threshold-low</use></value>
     </uniform>
     <uniform>
        <name>threshold_high</name>
        <type>float</type>
        <value><use>implicit-lightmap-threshold-high</use></value>
     </uniform>
    <uniform>
        <name>emit_intensity</name>
        <type>float</type>
        <value><use>implicit-lightmap-intensity</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>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>  -->
     <!-- filtering -->
     <!--<uniform>
        <name>gamma</name>
        <type>float</type>
        <value><use>gamma</use></value>
      </uniform>
      <uniform>
        <name>brightness</name>
        <type>float</type>
        <value><use>brightness</use></value>
      </uniform>
      <uniform>
        <name>use_filtering</name>
        <type>bool</type>
        <value><use>use_filtering</use></value>
      </uniform>
      <uniform>
        <name>use_night_vision</name>
        <type>bool</type>
        <value><use>use_night_vision</use></value>
      </uniform>
      <uniform>
        <name>use_IR_vision</name>
        <type>bool</type>
        <value><use>use_IR_vision</use></value>
      </uniform>
      <uniform>
        <name>delta_T</name>
        <type>float</type>
        <value><use>delta_T</use></value>
      </uniform>
      <uniform>
        <name>texture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
	<name>cube_texture</name>
        <type>sampler-cube</type>
	<value type="int">4</value>
      </uniform>
      <uniform>
        <name>colorMode</name>
        <type>int</type>
        <value><use>material/color-mode-uniform</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>implicit_lightmap_enabled</name>
        <type>int</type>
        <value><use>implicit-lightmap-enabled</use></value>
      </uniform>
      <uniform>
 	<name>use_flashlight</name>
 	<type>int</type>
 	<value><use>use-flashlight</use></value>
      </uniform>
    </pass>
  </technique>-->

</PropertyList>