<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
  <name>Effects/surface-lights</name>
  <parameters>
    <!-- min-size, max-size, size, attenuation, cull-face parameters filled in by C++ code -->
    <texture n="0">
      <type>light-sprite</type>
      <wrap-s>clamp</wrap-s>
      <wrap-t>clamp</wrap-t>
    </texture>
    <visibility><use>/environment/ground-visibility-m</use></visibility>
    <avisibility><use>/environment/visibility-m</use></avisibility>
    <lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
    <eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
    <terminator><use>/environment/terminator-relative-position-m</use></terminator>
  </parameters>

  <technique n="10">
    <!-- ALS -->
    <predicate>
      <and>
        <property>/sim/rendering/point-sprites</property>
        <property>/sim/rendering/shaders/skydome</property>
        <or>
          <less-equal>
            <value type="float">2.0</value>
            <glversion/>
          </less-equal>
          <and>
            <extension-supported>GL_ARB_point_sprite</extension-supported>
            <extension-supported>GL_ARB_point_parameters</extension-supported>
     	    <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>
			<render-bin>
				<bin-number>8</bin-number>
				<bin-name>DepthSortedBin</bin-name>
			</render-bin>
			<lighting>false</lighting>
			<blend>
				<source>src-alpha</source>
				<destination>one-minus-src-alpha</destination>
			</blend>
     			<depth>
        			<write-mask>false</write-mask>
     			 </depth>
			<!--<alpha-test>
				<comparison>gequal</comparison>
				<reference type="float">0.03</reference>
			</alpha-test>-->
			<cull-face><use>directional</use></cull-face>
			<polygon-mode>
        <front>point</front>
        <back>point</back>
      </polygon-mode>
      <point>
        <min-size><use>min-size</use></min-size>
        <max-size><use>max-size</use></max-size>
        <size><use>size</use></size>
        <attenuation><use>attenuation</use></attenuation>
      </point>
      <texture-unit>
        <unit>0</unit>
        <point-sprite>true</point-sprite>
        <type><use>texture[0]/type</use></type>
        <wrap-s><use>texture[0]/wrap-s</use></wrap-s>
        <wrap-t><use>texture[0]/wrap-t</use></wrap-t>
      </texture-unit>
      <program>
        <vertex-shader>Shaders/surface-light-ALS.vert</vertex-shader>
        <fragment-shader>Shaders/surface-light-ALS.frag</fragment-shader>
	<fragment-shader>Shaders/noise.frag</fragment-shader>
      </program>
      <uniform>
	<name>size</name>
	<type>float</type>
        <value><use>size</use></value>
      </uniform>
      <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>eye_alt</name>
        <type>float</type>
        <value><use>eye_alt</use></value>
      </uniform>
      <uniform>
        <name>max_size</name>
        <type>float</type>
        <value><use>max-size</use></value>
      </uniform>
      <uniform>
        <name>is_directional</name>
        <type>bool</type>
        <value><use>light-directional</use></value>
      </uniform>
      <uniform>
        <name>texture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>terminator</name>
        <type>float</type>
        <value><use>terminator</use></value>
      </uniform>
    <vertex-program-point-size>true</vertex-program-point-size>
   </pass>
  </technique>
 



  <technique n="17">
    <!-- Combined technique -->
    <predicate>
      <and>
        <property>/sim/rendering/point-sprites</property>
        <or>
          <less-equal>
            <value type="float">2.0</value>
            <glversion/>
          </less-equal>
          <and>
            <extension-supported>GL_ARB_point_sprite</extension-supported>
            <extension-supported>GL_ARB_point_parameters</extension-supported>
          </and>
        </or>
      </and>
    </predicate>
    <pass>
      <render-bin>
        <bin-number>8</bin-number>
        <bin-name>DepthSortedBin</bin-name>
      </render-bin>
      <lighting>false</lighting>
      <depth>
        <write-mask>false</write-mask>
      </depth>
      <blend>
        <source>src-alpha</source>
        <destination>one-minus-src-alpha</destination>
      </blend>
      <alpha-test>
        <comparison>gequal</comparison>
        <reference type="float">0.1</reference>
      </alpha-test>
      <cull-face><use>directional</use></cull-face>
      <polygon-mode>
        <front>point</front>
        <back>point</back>
      </polygon-mode>
      <point>
        <min-size><use>min-size</use></min-size>
        <max-size><use>max-size</use></max-size>
        <size><use>size</use></size>
        <attenuation><use>attenuation</use></attenuation>
      </point>
      <texture-unit>
        <unit>0</unit>
        <point-sprite>true</point-sprite>
        <type><use>texture[0]/type</use></type>
        <wrap-s><use>texture[0]/wrap-s</use></wrap-s>
        <wrap-t><use>texture[0]/wrap-t</use></wrap-t>
      </texture-unit>
    </pass>
  </technique>

  <technique n="18">
    <!-- Sprite technique -->
    <predicate>
      <and>
        <property>/sim/rendering/point-sprites</property>
        <or>
          <less-equal>
            <value type="float">2.0</value>
            <glversion/>
          </less-equal>
          <extension-supported>GL_ARB_point_sprite</extension-supported>
        </or>
      </and>
    </predicate>
    <pass>
      <render-bin>
        <bin-number>8</bin-number>
        <bin-name>DepthSortedBin</bin-name>
      </render-bin>
      <lighting>false</lighting>
      <depth>
        <write-mask>false</write-mask>
      </depth>
      <blend>
        <source>src-alpha</source>
        <destination>one-minus-src-alpha</destination>
      </blend>
      <cull-face><use>directional</use></cull-face>
      <polygon-mode>
        <front>point</front>
        <back>point</back>
      </polygon-mode>
      <texture-unit>
        <unit>0</unit>
        <point-sprite>true</point-sprite>
        <type><use>texture[0]/type</use></type>
        <wrap-s><use>texture[0]/wrap-s</use></wrap-s>
        <wrap-t><use>texture[0]/wrap-t</use></wrap-t>
      </texture-unit>
    </pass>
  </technique>

  <technique n="19">
    <!-- Attenuation technique -->
    <predicate>
      <and>
        <or>
          <less-equal>
            <value type="float">2.0</value>
            <glversion/>
          </less-equal>
          <extension-supported>GL_ARB_point_parameters</extension-supported>
        </or>
      </and>
    </predicate>
    <pass>
      <point>
        <min-size><use>min-size</use></min-size>
        <max-size><use>max-size</use></max-size>
        <size><use>size</use></size>
        <attenuation><use>attenuation</use></attenuation>
      </point>
      <render-bin>
        <bin-number>8</bin-number>
        <bin-name>DepthSortedBin</bin-name>
      </render-bin>
      <depth>
        <write-mask>false</write-mask>
      </depth>
      <blend>
        <source>src-alpha</source>
        <destination>one-minus-src-alpha</destination>
      </blend>
      <lighting>false</lighting>
      <cull-face><use>directional</use></cull-face>
      <polygon-mode>
        <front>point</front>
        <back>point</back>
      </polygon-mode>
    </pass>
  </technique>

  <technique n="20">
    <!-- Basic technique -->
    <pass>
      <render-bin>
        <bin-number>8</bin-number>
        <bin-name>DepthSortedBin</bin-name>
      </render-bin>
      <lighting>false</lighting>
      <depth>
        <write-mask>false</write-mask>
      </depth>
      <blend>
        <source>src-alpha</source>
        <destination>one-minus-src-alpha</destination>
      </blend>
      <cull-face><use>directional</use></cull-face>
      <polygon-mode>
        <front>point</front>
        <back>point</back>
      </polygon-mode>
    </pass>
  </technique>
</PropertyList>