<?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>
  </parameters>
  <technique n="8">
    <predicate>
      <and>
        <property>/sim/rendering/shader-effects</property>
        <property>/sim/rendering/scattering-shader</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.vert</vertex-shader>
        <fragment-shader>Shaders/skydome.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>
    </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>