<?xml version="1.0" encoding="utf-8"?>
<!-- Transition effect  starting from the base texture of the scenery, and changing textures according to slope in one or two steps.

parameters :
    texture[0] -> base texture from the scenery
    texture[2] -> intermediate texture if transitions is set to 2
    texture[3] -> texture you want to transition to
    texture[4] -> snow texture you want applied above snow-limit (I recommend using the corespondent winter texture for the base texture that you can find in terrain.winter)

   transitions -> transitions number can be set to 1 or 2 (if set to 2 will allow for an intermediate step)
       inverse -> if this is set to 1 will keep the base texture on steep slopes and transition to the texture you want (useful to add some grass patches in rocky areas)
-->

<PropertyList>
	<name>Effects/transition</name>
	<inherits-from>Effects/terrain-default</inherits-from>
	<parameters>
		<texture n="2">
			<image>Textures.high/Terrain/transition1.dds</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>repeat</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<texture n="3">
			<image>Textures.high/Terrain/transition2.dds</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>repeat</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<texture n="4">
			<image>Textures.high/Terrain/snow3.dds</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>repeat</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>

		<rain-norm>
			<use>/environment/rain-norm</use>
		</rain-norm>
		<snow-level>
			<use>/environment/snow-level-m</use>
		</snow-level>

		<cloud-cover0>
			<use>/environment/clouds/layer[0]/coverage-type</use>
		</cloud-cover0>
		<cloud-cover1>
			<use>/environment/clouds/layer[1]/coverage-type</use>
		</cloud-cover1>
		<cloud-cover2>
			<use>/environment/clouds/layer[2]/coverage-type</use>
		</cloud-cover2>
		<cloud-cover3>
			<use>/environment/clouds/layer[3]/coverage-type</use>
		</cloud-cover3>
		<cloud-cover4>
			<use>/environment/clouds/layer[4]/coverage-type</use>
		</cloud-cover4>

		<transitions type="float">2.0</transitions>
		<inverse type="float">0.0</inverse>

		<!-- 	fog include -->
		<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/shaders/skydome</use>
		</fogtype>
		<!-- 	END fog include -->
	</parameters>

	<!--<generate>
	<tangent type="int">6</tangent>
	<binormal type="int">7</binormal>
    </generate>-->

	<technique n="9">
		<predicate>
			<and>
				<property>/sim/rendering/shaders/transition</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>
			<!-- Use material values that are either inherited from the
	    terrain-default effect or supplied by an effect derived
	    from this one e.g., one created in the materials library. -->
			<material>
				<ambient>
					<use>material/ambient</use>
				</ambient>
				<diffuse>
					<use>material/diffuse</use>
				</diffuse>
				<specular>
					<use>material/specular</use>
				</specular>
				<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>

			<texture-unit>
				<unit>1</unit>
				<image>
					<use>texture[2]/image</use>
				</image>
				<filter>
					<use>texture[2]/filter</use>
				</filter>
				<wrap-s>
					<use>texture[2]/wrap-s</use>
				</wrap-s>
				<wrap-t>
					<use>texture[2]/wrap-t</use>
				</wrap-t>
				<internal-format>
					<use>texture[2]/internal-format</use>
				</internal-format>
			</texture-unit>

			<texture-unit>
				<unit>2</unit>
				<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>
				<internal-format>
					<use>texture[3]/internal-format</use>
				</internal-format>
			</texture-unit>

			<texture-unit>
				<unit>3</unit>
				<image>
					<use>texture[4]/image</use>
				</image>
				<filter>
					<use>texture[4]/filter</use>
				</filter>
				<wrap-s>
					<use>texture[4]/wrap-s</use>
				</wrap-s>
				<wrap-t>
					<use>texture[4]/wrap-t</use>
				</wrap-t>
				<internal-format>
					<use>texture[4]/internal-format</use>
				</internal-format>
			</texture-unit>

			<texture-unit>
				<unit>4</unit>
				<type>noise</type>
			</texture-unit>

			<program>
				<vertex-shader>Shaders/include_fog.vert</vertex-shader>
				<vertex-shader>Shaders/transition.vert</vertex-shader>
				<fragment-shader>Shaders/include_fog.frag</fragment-shader>
				<fragment-shader>Shaders/transition.frag</fragment-shader>
			</program>

			<uniform>
				<name>BaseTex</name>
				<type>sampler-2d</type>
				<value type="int">0</value>
			</uniform>

			<uniform>
				<name>SecondTex</name>
				<type>sampler-2d</type>
				<value type="int">1</value>
			</uniform>

			<uniform>
				<name>ThirdTex</name>
				<type>sampler-2d</type>
				<value type="int">2</value>
			</uniform>

			<uniform>
				<name>SnowTex</name>
				<type>sampler-2d</type>
				<value type="int">3</value>
			</uniform>

			<uniform>
				<name>NoiseTex</name>
				<type>sampler-3d</type>
				<value type="int">4</value>
			</uniform>

			<uniform>
				<name>RainNorm</name>
				<type>float</type>
				<value>
					<use>rain-norm</use>
				</value>
			</uniform>

			<uniform>
				<name>SnowLevel</name>
				<type>float</type>
				<value>
					<use>snow-level</use>
				</value>
			</uniform>

			<uniform>
				<name>Transitions</name>
				<type>float</type>
				<value>
					<use>transitions</use>
				</value>
			</uniform>

			<uniform>
				<name>InverseSlope</name>
				<type>float</type>
				<value>
					<use>inverse</use>
				</value>
			</uniform>

			<uniform>
				<name>CloudCover0</name>
				<type>float</type>
				<value>
					<use>cloud-cover0</use>
				</value>
			</uniform>

			<uniform>
				<name>CloudCover1</name>
				<type>float</type>
				<value>
					<use>cloud-cover1</use>
				</value>
			</uniform>

			<uniform>
				<name>CloudCover2</name>
				<type>float</type>
				<value>
					<use>cloud-cover2</use>
				</value>
			</uniform>

			<uniform>
				<name>CloudCover3</name>
				<type>float</type>
				<value>
					<use>cloud-cover3</use>
				</value>
			</uniform>

			<uniform>
				<name>CloudCover4</name>
				<type>float</type>
				<value>
					<use>cloud-cover4</use>
				</value>
			</uniform>

			<!-- 	    BEGIN fog include -->
			<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>
			<!-- 			END fog include -->
		</pass>
	</technique>
</PropertyList>