<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
  <name>Effects/cloud</name>
  <parameters>
    <texture n ="0">
    </texture>
    <range><use>/sim/rendering/clouds3d-vis-range</use></range>   
    <detail><use>/sim/rendering/clouds3d-detail-range</use></detail>   
    <scattering><use>/rendering/scene/scattering</use></scattering>   
    <terminator><use>/environment/terminator-relative-position-m</use></terminator>
    <altitude><use>/sim/rendering/eye-altitude-m</use></altitude>
    <cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
    <moonlight><use>/environment/moonlight</use></moonlight>
    <air_pollution><use>/environment/air-pollution-norm</use></air_pollution>			
    <visibility><use>/environment/visibility-m</use></visibility>
    <flash><use>/environment/lightning/flash</use></flash>
    <lightning-pos-x><use>/environment/lightning/lightning-pos-x</use></lightning-pos-x>
    <lightning-pos-y><use>/environment/lightning/lightning-pos-y</use></lightning-pos-y>
    <lightning-range><use>/environment/lightning/lightning-range</use></lightning-range>
    <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>
    <delta_T><use>/environment/surface/delta-T-cloud</use></delta_T>
    <fact_grey><use>/sim/rendering/als-filters/grey-factor</use></fact_grey>
    <fact_black><use>/sim/rendering/als-filters/black-factor</use></fact_black>
    <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>
    <display_xsize><use>/sim/startup/xsize</use></display_xsize>
    <display_ysize><use>/sim/startup/ysize</use></display_ysize>
  </parameters>
  
 <technique n="8">
    <predicate>
      <and>
       <property>/sim/rendering/shaders/skydome</property>
       <less-equal>
        <value type="float">1.0</value>
        <shader-language/>
      </less-equal>
	  <less-equal>
	    <value type="float">1.0</value>
        <float-property>/sim/rendering/shaders/clouds</float-property>
	  </less-equal>
     </and>
    </predicate>
    <pass n="0">
      <!-- This is apparently not used, so maybe we'll blow it way soon. -->
      <lighting>true</lighting>
      <material>
        <ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
        <diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
        <color-mode>off</color-mode>
      </material>
      <alpha-test>
        <comparison>greater</comparison>
        <reference type="float">0.01</reference>
      </alpha-test>
      <shade-model>smooth</shade-model>
      <blend>
        <source>src-alpha</source>
        <destination>one-minus-src-alpha</destination>
      </blend>
      <depth>
        <write-mask>false</write-mask>
      </depth>
      <render-bin>
        <bin-number>10</bin-number>
        <bin-name>DepthSortedBin</bin-name>
      </render-bin>
      <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/3dcloud-ALS-detailed.vert</vertex-shader>
        <fragment-shader>Shaders/3dcloud-ALS-detailed.frag</fragment-shader>
        <fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
	<fragment-shader>Shaders/noise.frag</fragment-shader>
        <attribute>
          <name>usrAttr1</name>
          <index>10</index>
        </attribute>
        <attribute>
          <name>usrAttr2</name>
          <index>11</index>
        </attribute>
      </program>
      <uniform>
        <name>baseTexture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>range</name>
        <type>float</type>
        <value><use>range</use></value>
      </uniform>
      <uniform>
        <name>detail_range</name>
        <type>float</type>
        <value><use>detail</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>altitude</name>
        <type>float</type>
        <value><use>altitude</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>air_pollution</name>
        <type>float</type>
        <value><use>air_pollution</use></value>
      </uniform>
      <uniform>
        <name>visibility</name>
        <type>float</type>
        <value><use>visibility</use></value>
      </uniform>
      <uniform>
        <name>flash</name>
        <type>float</type>
        <value><use>flash</use></value>
      </uniform>
      <uniform>
        <name>lightning_pos_x</name>
        <type>float</type>
        <value><use>lightning-pos-x</use></value>
      </uniform>
      <uniform>
        <name>lightning_pos_y</name>
        <type>float</type>
        <value><use>lightning-pos-y</use></value>
      </uniform>
      <uniform>
        <name>lightning_range</name>
        <type>float</type>
        <value><use>lightning-range</use></value>
      </uniform>
      <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>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>
      <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>  
      <!--<vertex-program-two-side>true</vertex-program-two-side>-->
    </pass>
  </technique>  

  <technique n="9">
    <predicate>
      <and>
       <property>/sim/rendering/shaders/skydome</property>
       <less-equal>
        <value type="float">1.0</value>
        <shader-language/>
      </less-equal>
     </and>
    </predicate>
    <pass n="0">
      <!-- This is apparently not used, so maybe we'll blow it way soon. -->
      <lighting>true</lighting>
      <material>
        <ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
        <diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
        <color-mode>off</color-mode>
      </material>
      <alpha-test>
        <comparison>greater</comparison>
        <reference type="float">0.01</reference>
      </alpha-test>
      <shade-model>smooth</shade-model>
      <blend>
        <source>src-alpha</source>
        <destination>one-minus-src-alpha</destination>
      </blend>
      <depth>
        <write-mask>false</write-mask>
      </depth>
      <render-bin>
        <bin-number>10</bin-number>
        <bin-name>DepthSortedBin</bin-name>
      </render-bin>
      <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/3dcloud-ALS.vert</vertex-shader>
        <vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
        <fragment-shader>Shaders/3dcloud-ALS.frag</fragment-shader>
        <fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
	<fragment-shader>Shaders/noise.frag</fragment-shader>
        <attribute>
          <name>usrAttr1</name>
          <index>10</index>
        </attribute>
        <attribute>
          <name>usrAttr2</name>
          <index>11</index>
        </attribute>
      </program>
      <uniform>
        <name>baseTexture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>range</name>
        <type>float</type>
        <value><use>range</use></value>
      </uniform>
      <uniform>
        <name>detail_range</name>
        <type>float</type>
        <value><use>detail</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>altitude</name>
        <type>float</type>
        <value><use>altitude</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>air_pollution</name>
        <type>float</type>
        <value><use>air_pollution</use></value>
      </uniform>
      <uniform>
        <name>visibility</name>
        <type>float</type>
        <value><use>visibility</use></value>
      </uniform>
      <uniform>
        <name>flash</name>
        <type>float</type>
        <value><use>flash</use></value>
      </uniform>
      <uniform>
        <name>lightning_pos_x</name>
        <type>float</type>
        <value><use>lightning-pos-x</use></value>
      </uniform>
      <uniform>
        <name>lightning_pos_y</name>
        <type>float</type>
        <value><use>lightning-pos-y</use></value>
      </uniform>
      <uniform>
        <name>lightning_range</name>
        <type>float</type>
        <value><use>lightning-range</use></value>
      </uniform>
      <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>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>
      <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>  
      <!--<vertex-program-two-side>true</vertex-program-two-side>-->
    </pass>
  </technique>

  <technique n="10">
    <predicate>
      <less-equal>
        <value type="float">1.0</value>
        <shader-language/>
      </less-equal>
    </predicate>
    <pass n="0">
      <!-- This is apparently not used, so maybe we'll blow it way soon. -->
      <lighting>true</lighting>
      <material>
        <ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
        <diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
        <color-mode>off</color-mode>
      </material>
      <alpha-test>
        <comparison>greater</comparison>
        <reference type="float">0.01</reference>
      </alpha-test>
      <shade-model>smooth</shade-model>
      <blend>
        <source>src-alpha</source>
        <destination>one-minus-src-alpha</destination>
      </blend>
      <depth>
        <write-mask>false</write-mask>
      </depth>
      <render-bin>
        <bin-number>10</bin-number>
        <bin-name>DepthSortedBin</bin-name>
      </render-bin>
      <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/3dcloud.vert</vertex-shader>
        <fragment-shader>Shaders/3dcloud.frag</fragment-shader>
        <attribute>
          <name>usrAttr1</name>
          <index>10</index>
        </attribute>
        <attribute>
          <name>usrAttr2</name>
          <index>11</index>
        </attribute>
      </program>
      <uniform>
        <name>baseTexture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>range</name>
        <type>float</type>
        <value><use>range</use></value>
      </uniform>
      <uniform>
        <name>detail_range</name>
        <type>float</type>
        <value><use>detail</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>altitude</name>
        <type>float</type>
        <value><use>altitude</use></value>
      </uniform>
      <!--<vertex-program-two-side>true</vertex-program-two-side>-->
    </pass>
  </technique>
</PropertyList>