<?xml version="1.0" encoding="utf-8"?>
<!-- Stub effect file for transparent Rembrandt ported model-combined,
to provide glass/transparent surfaces with the ubershader active,
and fallback to plain transparency when the model shader is disabled.
-->
<PropertyList>
  <name>Effects/model-combined-transparent</name>
  <inherits-from>Effects/model-combined</inherits-from>

  <technique n="7">
		  <predicate>
			<and>
			  <equal>
				<float-property>/sim/rendering/shaders/model</float-property>
				<value type="float">0.0</value>
			  </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>
			</and>
		  </predicate>
		  <pass>
			<lighting>true</lighting>
			<depth>
			  <write-mask type="bool">false</write-mask>
			</depth>
			<material>
			  <active>
				<use>material/active</use>
			  </active>
			  <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>
				<use>material/color-mode</use>
			  </color-mode>
			</material>
			<blend>
			  <active>
				<use>blend/active</use>
			  </active>
			  <source>
				<use>blend/source</use>
			  </source>
			  <destination>
				<use>blend/destination</use>
			  </destination>
			</blend>
			<shade-model>
			  <use>shade-model</use>
			</shade-model>
			<cull-face>
			  <use>cull-face</use>
			</cull-face>
			<render-bin>
			  <bin-number>111</bin-number>
			  <bin-name>DepthSortedBin</bin-name>
			</render-bin>
			<texture-unit>
              <unit>0</unit>
			  <active>
				<use>texture[0]/active</use>
			  </active>
              <type>
                <use>texture[0]/type</use>
              </type>
			  <image>
				<use>texture[0]/image</use>
			  </image>
			  <filter>
				<use>texture[0]/filter</use>
			  </filter>
			  <wrap-s>
				<use>texture[0]/wrap-s</use>
			  </wrap-s>
			  <wrap-t>
				<use>texture[0]/wrap-t</use>
			  </wrap-t>
			  <!--
				<internal-format>
				  <use>texture[0]/internal-format</use>
				</internal-format>
				-->
				  <environment>
					<mode>modulate</mode>
				  </environment>
				</texture-unit>
				<!-- A two-sided lighting model is set by default near the root
				of the scene graph. Perhaps that ought to be set in this
				effect?
				  -->
				</pass>
	</technique>
</PropertyList>