<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
    <name>Effects/grass</name>
    <inherits-from>Effects/airfield</inherits-from>

    <parameters>

        <texture n="20">
            <image>Textures/Terrain/airport-grass-autumn.png</image>
            <type>2d</type>
            <filter>nearest-mipmap-nearest</filter>
            <mag-filter>nearest</mag-filter>
            <wrap-s>repeat</wrap-s>
            <wrap-t>repeat</wrap-t>
            <internal-format>normalized</internal-format>
        </texture>
		<max_grass_height>0.3</max_grass_height>
		<grass_density>1.0</grass_density>
		<grass_groups>2</grass_groups>
		<grass_modulate_by_overlay>0</grass_modulate_by_overlay>
		<grass_modulate_height_min>0.0</grass_modulate_height_min>
		<windE><use>/environment/sea/surface/wind-from-east-fps</use></windE>
		<windN><use>/environment/sea/surface/wind-from-north-fps</use></windN>
		<wash-x><use>/environment/aircraft-effects/wash-x</use></wash-x>
		<wash-y><use>/environment/aircraft-effects/wash-y</use></wash-y>
		<wash-strength><use>/environment/aircraft-effects/wash-strength</use></wash-strength>

    </parameters>

    <technique n="1">
        <predicate>
            <and>
			    <property>/sim/rendering/shaders/skydome</property>
				<less-equal>
					<value type="float">2.0</value>
					<float-property>/sim/rendering/shaders/transition</float-property>
				</less-equal>
				<less-equal>
					<value type="float">1.0</value>
					<float-property>/sim/rendering/shaders/vegetation-effects</float-property>
				</less-equal>
                <equal>
                    <value type="float">0.0</value>
                    <float-property>/sim/rendering/rembrandt/enabled</float-property>
                </equal>
                <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>
                <extension-supported>GL_EXT_geometry_shader4</extension-supported>
            </and>
        </predicate>
		
		   <pass>
      <lighting>true</lighting>
      <material>
        <ambient><use>material/ambient</use></ambient>
        <diffuse><use>material/diffuse</use></diffuse>
        <specular><use>material/specular</use></specular>
        <emissive><use>material/emissive</use></emissive>
        <shininess><use>material/shininess</use></shininess>
        <color-mode>ambient-and-diffuse</color-mode>
      </material>
      <alpha-test><use>transparent</use></alpha-test>
      <shade-model>smooth</shade-model>
      <cull-face>back</cull-face>
      <render-bin>
        <bin-number>-1</bin-number>
        <bin-name>RenderBin</bin-name>
      </render-bin>
      <program>
	<vertex-shader>Shaders/trivial.vert</vertex-shader>
	<fragment-shader>Shaders/trivial.frag</fragment-shader>
      </program>
      <color-mask type="vec4d">0 0 0 0</color-mask>
    </pass>
    <pass>
      <lighting>true</lighting>
      <material>
        <ambient><use>material/ambient</use></ambient>
        <diffuse><use>material/diffuse</use></diffuse>
        <specular><use>material/specular</use></specular>
        <emissive><use>material/emissive</use></emissive>
        <shininess><use>material/shininess</use></shininess>
        <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[13]/image</use></image>
		  <type><use>texture[13]/type</use></type>
          <filter><use>texture[13]/filter</use></filter>
          <wrap-s><use>texture[13]/wrap-s</use></wrap-s>
          <wrap-t><use>texture[13]/wrap-t</use></wrap-t>
          <internal-format>
            <use>texture[13]/internal-format</use>
          </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>1</unit>
          <image><use>texture[14]/image</use></image>
		  <type><use>texture[14]/type</use></type>
          <filter><use>texture[14]/filter</use></filter>
          <wrap-s><use>texture[14]/wrap-s</use></wrap-s>
          <wrap-t><use>texture[14]/wrap-t</use></wrap-t>
          <internal-format>
            <use>texture[14]/internal-format</use>
          </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>2</unit>
          <image><use>texture[15]/image</use></image>
	  <type><use>texture[15]/type</use></type>
          <filter><use>texture[15]/filter</use></filter>
          <wrap-s><use>texture[15]/wrap-s</use></wrap-s>
          <wrap-t><use>texture[15]/wrap-t</use></wrap-t>
          <internal-format>
            <use>texture[15]/internal-format</use>
          </internal-format>
      </texture-unit>
      <program>
        <vertex-shader>Shaders/terrain-ALS-ultra.vert</vertex-shader>
        <vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
        <fragment-shader>Shaders/airfield-ALS.frag</fragment-shader>
	<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
	<fragment-shader>Shaders/noise.frag</fragment-shader>
	<fragment-shader>Shaders/hazes.frag</fragment-shader>
	<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
        <fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
      </program>
      <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>ground_scattering</name>
        <type>float</type>
        <value><use>ground_scattering</use></value>
      </uniform>
      <uniform>
        <name>terminator</name>
        <type>float</type>
        <value><use>terminator</use></value>
      </uniform>
      <uniform>
        <name>terrain_alt</name>
        <type>float</type>
        <value><use>terrain_alt</use></value>
      </uniform>
      <uniform>
        <name>overcast</name>
        <type>float</type>
        <value><use>overcast</use></value>
      </uniform>
      <uniform>
        <name>eye_alt</name>
        <type>float</type>
        <value><use>eye_alt</use></value>
      </uniform>
      <uniform>
	<name>snowlevel</name>
	<type>float</type>
	<value><use>snow_level</use></value>
      </uniform>
      <uniform>
	<name>snow_thickness_factor</name>
	<type>float</type>
	<value><use>snow_thickness_factor</use></value>
      </uniform>
      <uniform>
	<name>dust_cover_factor</name>
	<type>float</type>
	<value>	<use>dust_cover_factor</use></value>
      </uniform>
      <uniform>
	<name>wetness</name>
	<type>float</type>
	<value>	<use>wetness</use></value>
      </uniform>
	<uniform>
	<name>fogstructure</name>
	<type>float</type>
	<value>	<use>fogstructure</use></value>
      </uniform>
      <uniform>
	<name>grit_alpha</name>
	<type>float</type>
	<value><use>grit_alpha</use></value>
      </uniform>
      <uniform>
	<name>overlay_bias</name>
	<type>float</type>
	<value><use>overlay_bias</use></value>
      </uniform>
      <uniform>
	<name>overlay_alpha</name>
	<type>float</type>
	<value><use>overlay_alpha</use></value>
      </uniform>
      <uniform>
	<name>base_layer_magnification</name>
	<type>float</type>
	<value><use>base_layer_magnification</use></value>
      </uniform>
     <uniform>
	<name>overlay_layer_magnification</name>
	<type>float</type>
	<value><use>overlay_layer_magnification</use></value>
      </uniform>
     <uniform>
	<name>grain_layer_magnification</name>
	<type>float</type>
	<value><use>grain_layer_magnification</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>season</name>
        <type>float</type>
        <value><use>season</use></value>
      </uniform>
      <!-- secondary lights -->
      <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>
      <!-- filtering -->
      <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_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>use_filtering</name>
        <type>bool</type>
        <value><use>use_filtering</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>
      <!-- cloud shadows -->
      <uniform>
        <name>cloudpos1_x</name>
        <type>float</type>
        <value><use>cloudpos1_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos1_y</name>
        <type>float</type>
        <value><use>cloudpos1_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos2_x</name>
        <type>float</type>
        <value><use>cloudpos2_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos2_y</name>
        <type>float</type>
        <value><use>cloudpos2_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos3_x</name>
        <type>float</type>
        <value><use>cloudpos3_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos3_y</name>
        <type>float</type>
        <value><use>cloudpos3_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos4_x</name>
        <type>float</type>
        <value><use>cloudpos4_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos4_y</name>
        <type>float</type>
        <value><use>cloudpos4_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos5_x</name>
        <type>float</type>
        <value><use>cloudpos5_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos5_y</name>
        <type>float</type>
        <value><use>cloudpos5_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos6_x</name>
        <type>float</type>
        <value><use>cloudpos6_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos6_y</name>
        <type>float</type>
        <value><use>cloudpos6_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos7_x</name>
        <type>float</type>
        <value><use>cloudpos7_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos7_y</name>
        <type>float</type>
        <value><use>cloudpos7_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos8_x</name>
        <type>float</type>
        <value><use>cloudpos8_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos8_y</name>
        <type>float</type>
        <value><use>cloudpos8_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos9_x</name>
        <type>float</type>
        <value><use>cloudpos9_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos9_y</name>
        <type>float</type>
        <value><use>cloudpos9_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos10_x</name>
        <type>float</type>
        <value><use>cloudpos10_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos10_y</name>
        <type>float</type>
        <value><use>cloudpos10_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos11_x</name>
        <type>float</type>
        <value><use>cloudpos11_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos11_y</name>
        <type>float</type>
        <value><use>cloudpos11_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos12_x</name>
        <type>float</type>
        <value><use>cloudpos12_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos12_y</name>
        <type>float</type>
        <value><use>cloudpos12_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos13_x</name>
        <type>float</type>
        <value><use>cloudpos13_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos13_y</name>
        <type>float</type>
        <value><use>cloudpos13_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos14_x</name>
        <type>float</type>
        <value><use>cloudpos14_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos14_y</name>
        <type>float</type>
        <value><use>cloudpos14_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos15_x</name>
        <type>float</type>
        <value><use>cloudpos15_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos15_y</name>
        <type>float</type>
        <value><use>cloudpos15_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos16_x</name>
        <type>float</type>
        <value><use>cloudpos16_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos16_y</name>
        <type>float</type>
        <value><use>cloudpos16_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos17_x</name>
        <type>float</type>
        <value><use>cloudpos17_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos17_y</name>
        <type>float</type>
        <value><use>cloudpos17_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos18_x</name>
        <type>float</type>
        <value><use>cloudpos18_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos18_y</name>
        <type>float</type>
        <value><use>cloudpos18_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos19_x</name>
        <type>float</type>
        <value><use>cloudpos19_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos19_y</name>
        <type>float</type>
        <value><use>cloudpos19_y</use></value>
      </uniform>
      <uniform>
        <name>cloudpos20_x</name>
        <type>float</type>
        <value><use>cloudpos20_x</use></value>
      </uniform>
      <uniform>
        <name>cloudpos20_y</name>
        <type>float</type>
        <value><use>cloudpos20_y</use></value>
      </uniform>
      <uniform>
        <name>cloud_shadow_flag</name>
        <type>int</type>
        <value><use>cloud_shadow_flag</use></value>
      </uniform>
      <uniform>
	<name>quality_level</name>
	<type>int</type>
	<value>	<use>quality_level</use></value>
      </uniform>
      <uniform>
	<name>tquality_level</name>
	<type>int</type>
	<value>	<use>tquality_level</use></value>
      </uniform>
      <uniform>
	<name>use_overlay</name>
	<type>int</type>
	<value>	<use>use_overlay</use></value>
      </uniform>
     <uniform>
	<name>use_grain</name>
	<type>int</type>
	<value>	<use>use_grain</use></value>
      </uniform>
      <uniform>
	<name>use_color_overlay</name>
	<type>int</type>
	<value>	<use>use_color_overlay</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>
      <uniform>
	<name>raise_vertex</name>
	<type>bool</type>
	<value>	<use>raise_vertex</use></value>
      </uniform>
      <uniform>
        <name>texture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
	<name>overlay_texture</name>
	<type>sampler-2d</type>
	<value type="int">1</value>
      </uniform>
      <uniform>
	<name>grain_texture</name>
	<type>sampler-2d</type>
	<value type="int">2</value>
      </uniform>
      <uniform>
        <name>colorMode</name>
        <type>int</type>
        <value>2</value> <!-- AMBIENT_AND_DIFFUSE -->
      </uniform>
      <depth>
        <function>lequal</function>
        <write-mask type="bool">false</write-mask>
      </depth>
    </pass>

        <pass n="2">
            <lighting>true</lighting>
            <material>
                <ambient><use>material/ambient</use></ambient>
                <diffuse><use>material/diffuse</use></diffuse>
                <specular><use>material/specular</use></specular>
                <emissive><use>material/emissive</use></emissive>
                <shininess><use>material/shininess</use></shininess>
                <color-mode>ambient-and-diffuse</color-mode>
            </material>
            <alpha-test><use>transparent</use></alpha-test>
            <shade-model>smooth</shade-model>
            <cull-face>back</cull-face>
            <!--<render-bin>
                <bin-number>10</bin-number>
                <bin-name>GrassBin</bin-name>
            </render-bin>-->
			 <!--<render-bin>
        			<bin-number>111</bin-number>
        			<bin-name>DepthSortedBin</bin-name>
     			 </render-bin>-->
      	    <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>8</unit>
                <type><use>texture[20]/type</use></type>
                <image><use>texture[20]/image</use></image>
                <filter><use>texture[20]/filter</use></filter>
                <mag-filter><use>texture[20]/mag-filter</use></mag-filter>
                <wrap-s><use>texture[20]/wrap-s</use></wrap-s>
                <wrap-t><use>texture[20]/wrap-t</use></wrap-t>
                <internal-format><use>texture[20]/internal-format</use></internal-format>
            </texture-unit>
            <program>
                <vertex-shader n="0">Shaders/grass-ALS.vert</vertex-shader>
                <geometry-shader>Shaders/grass-ALS.geom</geometry-shader>
                <fragment-shader n="0">Shaders/grass-ALS.frag</fragment-shader>
		<fragment-shader n="1">Shaders/noise.frag</fragment-shader>
		<fragment-shader n="2">Shaders/filters-ALS.frag</fragment-shader>
                <geometry-vertices-out type="int">96</geometry-vertices-out>
                <geometry-input-type>triangles</geometry-input-type>
                <geometry-output-type>triangle-strip</geometry-output-type>
            </program>
            <uniform>
                <name>colorTex</name>
                <type>sampler-2d</type>
                <value type="int">8</value>
            </uniform>
			<uniform>
				<name>visibility</name>
				<type>float</type>
				<value><use>visibility</use></value>
			</uniform>
			<uniform>
				<name>scattering</name>
				<type>float</type>
				<value><use>scattering</use></value>
			</uniform>
			<uniform>
				<name>wind_x</name>
				<type>float</type>
				<value>
					<use>windE</use>
				</value>
			</uniform>
			<uniform>
				<name>wind_y</name>
				<type>float</type>
				<value>
					<use>windN</use>
				</value>
			</uniform>
			<uniform>
				<name>wash_x</name>
				<type>float</type>
				<value>
					<use>wash-x</use>
				</value>
			</uniform>
			<uniform>
				<name>wash_y</name>
				<type>float</type>
				<value>
					<use>wash-y</use>
				</value>
			</uniform>
			<uniform>
				<name>wash_strength</name>
				<type>float</type>
				<value>
					<use>wash-strength</use>
				</value>
			</uniform>
			<uniform>
				<name>overlay_bias</name>
				<type>float</type>
				<value><use>overlay_bias</use></value>
			</uniform>
			<uniform>
				<name>max_height</name>
				<type>float</type>
				<value><use>max_grass_height</use></value>
			</uniform>
			<uniform>
				<name>grass_density</name>
				<type>float</type>
				<value><use>grass_density</use></value>
			</uniform>
			<uniform>
				<name>grass_modulate_height_min</name>
				<type>float</type>
				<value><use>grass_modulate_height_min</use></value>
			</uniform>
			<uniform>
				<name>season</name>
				<type>float</type>
				<value><use>season</use></value>
			</uniform>
			
			<uniform>
				<name>grass_modulate_by_overlay</name>
				<type>int</type>
				<value><use>grass_modulate_by_overlay</use></value>
			</uniform>
			<uniform>
				<name>grass_groups</name>
				<type>int</type>
				<value><use>grass_groups</use></value>
			</uniform>

			
			      <!-- filtering -->
			<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_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>use_filtering</name>
				<type>bool</type>
				<value><use>use_filtering</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>
			<uniform>
				<name>wind_effects</name>
				<type>int</type>
				<value><use>wind_effects</use></value>
			</uniform>
			
            <blend>
                <active>true</active>
                <source>src-alpha</source>
                <destination>one-minus-src-alpha</destination>
            </blend>

            <depth>
                <write-mask>false</write-mask>
            </depth>
        </pass>
    </technique>
</PropertyList>