<?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>