<?xml version="1.0" encoding="utf-8"?>
<!-- Stub effect file for Rembrandt ported model-combined,
as that one is explicitly made active under Rembrandt to
provide glass/transparent surfaces with the ubershader.
For now it only disables the ubershader under Rembrandt for
the objects that use it, and replaces it with the default shader.
-->
<PropertyList>
  <name>Effects/model-combined-deferred</name>
  <inherits-from>Effects/model-combined</inherits-from>

  <technique n="8">
	<predicate>
	  <and>
		<property>/sim/rendering/rembrandt</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>
		<extension-supported>GL_EXT_gpu_shader4</extension-supported>
		<extension-supported>GL_ARB_texture_rg</extension-supported>
	  </and>
	</predicate>
	<pass>
	  <lighting>false</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>
	  <cull-face>back</cull-face>
	  <program>
		<vertex-shader n="1">Shaders/ubershader.vert</vertex-shader>
		<fragment-shader n="1">Shaders/ubershader-gbuffer.frag</fragment-shader>
<!--		<vertex-shader n="1">Shaders/deferred-gbuffer.vert</vertex-shader>
		<fragment-shader n="1">Shaders/deferred-gbuffer.frag</fragment-shader>-->
	  </program>
	</pass>
  </technique>
</PropertyList>