<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/skydome</name> <parameters> <mie><use>/sim/rendering/mie</use></mie> <rayleigh><use>/sim/rendering/rayleigh</use></rayleigh> <density><use>/sim/rendering/dome-density</use></density> <overcast><use>/rendering/scene/overcast</use></overcast> <saturation><use>/rendering/scene/saturation</use></saturation> <scattering><use>/rendering/scene/scattering</use></scattering> <visibility><use>/environment/ground-visibility-m</use></visibility> <avisibility><use>/environment/visibility-m</use></avisibility> <ice_hex_col><use>/environment/scattering-phenomena/ice-hexagonal-column-factor</use></ice_hex_col> <ice_hex_sheet><use>/environment/scattering-phenomena/ice-hexagonal-sheet-factor</use></ice_hex_sheet> <parhelic><use>/environment/scattering-phenomena/parhelic-factor</use></parhelic> <aurora_strength><use>/environment/aurora/strength</use></aurora_strength> <aurora_vsize><use>/environment/aurora/vsize</use></aurora_vsize> <aurora_hsize><use>/environment/aurora/hsize</use></aurora_hsize> <aurora_ray_factor><use>/environment/aurora/ray-factor</use></aurora_ray_factor> <lthickness><use>/environment/ground-haze-thickness-m</use></lthickness> <terminator><use>/environment/terminator-relative-position-m</use></terminator> <terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt> <cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading> <horizon_roughness><use>/local-weather/config/small-scale-persistence</use></horizon_roughness> <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>-50.0</delta_T> <air_pollution><use>/environment/air-pollution-norm</use></air_pollution> </parameters> <technique n="8"> <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> <shade-model>smooth</shade-model> <cull-face>back</cull-face> <program> <vertex-shader>Shaders/skydome-ALS.vert</vertex-shader> <fragment-shader>Shaders/skydome-ALS.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> <fragment-shader>Shaders/secondary_lights.frag</fragment-shader> <fragment-shader>Shaders/filters-ALS.frag</fragment-shader> </program> <uniform> <name>mK</name> <type>float</type> <value><use>mie</use></value> </uniform> <uniform> <name>rK</name> <type>float</type> <value><use>rayleigh</use></value> </uniform> <uniform> <name>density</name> <type>float</type> <value><use>density</use></value> </uniform> <uniform> <name>overcast</name> <type>float</type> <value><use>overcast</use></value> </uniform> <uniform> <name>saturation</name> <type>float</type> <value><use>saturation</use></value> </uniform> <uniform> <name>scattering</name> <type>float</type> <value><use>scattering</use></value> </uniform> <uniform> <name>visibility</name> <type>float</type> <value><use>visibility</use></value> </uniform> <uniform> <name>hazeLayerAltitude</name> <type>float</type> <value><use>lthickness</use></value> </uniform> <uniform> <name>terminator</name> <type>float</type> <value><use>terminator</use></value> </uniform> <uniform> <name>avisibility</name> <type>float</type> <value><use>avisibility</use></value> </uniform> <uniform> <name>terrain_alt</name> <type>float</type> <value><use>terrain_alt</use></value> </uniform> <uniform> <name>cloud_self_shading</name> <type>float</type> <value><use>cloud_self_shading</use></value> </uniform> <uniform> <name>air_pollution</name> <type>float</type> <value><use>air_pollution</use></value> </uniform> <uniform> <name>ice_hex_col</name> <type>float</type> <value><use>ice_hex_col</use></value> </uniform> <uniform> <name>parhelic</name> <type>float</type> <value><use>parhelic</use></value> </uniform> <uniform> <name>ice_hex_sheet</name> <type>float</type> <value><use>ice_hex_sheet</use></value> </uniform> <uniform> <name>aurora_strength</name> <type>float</type> <value><use>aurora_strength</use></value> </uniform> <uniform> <name>aurora_vsize</name> <type>float</type> <value><use>aurora_vsize</use></value> </uniform> <uniform> <name>aurora_hsize</name> <type>float</type> <value><use>aurora_hsize</use></value> </uniform> <uniform> <name>aurora_ray_factor</name> <type>float</type> <value><use>aurora_ray_factor</use></value> </uniform> <uniform> <name>horizon_roughness</name> <type>float</type> <value><use>horizon_roughness</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>delta_T</name> <type>float</type> <value><use>delta_T</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>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>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> </pass> </technique> <!-- fall back without shaders --> <technique n="11"> <pass> <lighting>false</lighting> <shade-model>smooth</shade-model> <cull-face>back</cull-face> </pass> </technique> </PropertyList>