<?xml version="1.0" encoding="utf-8"?>
<!-- Reflections + Bumpmapping + specular+Lightmap
please see Docs/README.model-combined.eff for documentation
-->
<PropertyList>
	<name>Effects/model-combined</name>
	<inherits-from>Effects/model-default</inherits-from>

	<parameters>
		<!-- 		Diffuse Texture -->
		<texture n ="0">
			<type>white</type>
		</texture>
		<!-- Normal Map -->
		<normalmap-enabled type="int">0</normalmap-enabled>
		<normalmap-dds type="int">0</normalmap-dds>
		<normalmap-tiling type="float">1.0</normalmap-tiling>
		<texture n="2">
			<image>Aircraft/Generic/Effects/null_bumpspec.png</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>clamp</wrap-s>
			<wrap-t>clamp</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<!-- Light Map -->
		<lightmap-enabled type="int">0</lightmap-enabled>
		<lightmap-multi type="int">0</lightmap-multi>
		<lightmap-factor type="float" n="0">1.0</lightmap-factor>
		<lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
		<lightmap-factor type="float" n="1">1.0</lightmap-factor>
		<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
		<lightmap-factor type="float" n="2">1.0</lightmap-factor>
		<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
		<lightmap-factor type="float" n="3">1.0</lightmap-factor>
		<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
		<texture n="3">
			<image>Aircraft/Generic/Effects/greymap.png</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>clamp</wrap-s>
			<wrap-t>clamp</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<!-- Reflection -->
		<reflection-enabled type="int">0</reflection-enabled>
		<reflection-correction type="float">0.0</reflection-correction>
		<reflect-map-enabled type="int">0</reflect-map-enabled>
		<reflection-dynamic type="int">0</reflection-dynamic>
		<texture n="4">
			<image>Aircraft/Generic/Effects/ReflectMaps/reflectmap.png</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>clamp</wrap-s>
			<wrap-t>clamp</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<!-- Reflection environment -->
		<texture n="5">
			<type>cubemap</type>
			<!-- use this form for a cube cross -->
			<!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->
			<!-- END CubeCross -->
			<!-- use this form for a 6 image cube map -->
			<images>
				<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
				<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
				<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
				<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
				<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
				<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
			</images>
			<!-- END 6 image cube map -->
		</texture>
		<!-- Reflection fresnel -->
		<reflection-fresnel type="float">0.1</reflection-fresnel>
		<texture n="6">
			<image>Aircraft/Generic/Effects/FresnelLookUp.png</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>repeat</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<!-- Reflection rainbow -->
		<reflection-rainbow type="float">0.01</reflection-rainbow>
		<texture n="7">
			<image>Aircraft/Generic/Effects/Rainbow.png</image>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>repeat</wrap-s>
			<wrap-t>repeat</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<reflection-noise type="float">0.25</reflection-noise>
		<!-- END Reflection -->
		<!-- 		Dirt -->
		<dirt-enabled type="int">0</dirt-enabled>
		<dirt-multi type="int">0</dirt-multi>
		<dirt-color type="vec3d" n="0">0.0 0.0 0.0</dirt-color>
		<dirt-factor type="float" n="0">0.0</dirt-factor>
		<dirt-color type="vec3d" n="1">0.0 0.0 0.0</dirt-color>
		<dirt-factor type="float" n="1">0.0</dirt-factor>
		<dirt-color type="vec3d" n="2">0.0 0.0 0.0</dirt-color>
		<dirt-factor type="float" n="2">0.0</dirt-factor>
		<!-- ambient correction -->
		<ambient-correction type="float">0.05</ambient-correction>
		<!-- 		quality slider -->
		<shader-quality type="int">
			<use>/sim/rendering/shaders/model</use>
		</shader-quality>
		<rendering-hint>opaque</rendering-hint>
		<transparent>false</transparent>
		<render-bin>
			<bin-number>1</bin-number>
			<bin-name>RenderBin</bin-name>
		</render-bin>
		<!-- 		INTERNAL USE -->
		<shade-model>smooth</shade-model>
		<model-hdg>
			<use>orientation/model/heading-deg</use>
		</model-hdg>
		<model-pitch>
			<use>orientation/model/pitch-deg</use>
		</model-pitch>
		<model-roll>
			<use>orientation/model/roll-deg</use>
		</model-roll>
		<!-- 	fog include	 -->
		<visibility>
			<use>/environment/ground-visibility-m</use>
		</visibility>
		<avisibility>
			<use>/environment/visibility-m</use>
		</avisibility>
		<lthickness>
			<use>/environment/ground-haze-thickness-m</use>
		</lthickness>
		<scattering>
			<use>/rendering/scene/scattering</use>
		</scattering>
		<terminator>
			<use>/environment/terminator-relative-position-m</use>
		</terminator>
		<fogtype>
			<use>/sim/rendering/shaders/skydome</use>
		</fogtype>
		<!-- 		END fog include -->
	</parameters>

	<!--<generate>
		<tangent type="int">6</tangent>
		<binormal type="int">7</binormal>
	</generate>-->

	<technique n="10">
		<predicate>
			<and>
				<property>/sim/rendering/shaders/model</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>
			<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>
			<rendering-hint>
				<use>rendering-hint</use>
			</rendering-hint>
			<blend>
				<use>transparent</use>
			</blend>
			<alpha-test>
				<use>transparent</use>
			</alpha-test>
			<render-bin>
				<bin-number>
					<use>render-bin/bin-number</use>
				</bin-number>
				<bin-name>
					<use>render-bin/bin-name</use>
				</bin-name>
			</render-bin>
			<!-- Diffuse texture unit-->
			<texture-unit>
				<unit>0</unit>
				<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>
			</texture-unit>
			<!-- NormalMap texture unit-->
			<texture-unit>
				<unit>2</unit>
				<image>
					<use>texture[2]/image</use>
				</image>
				<filter>
					<use>texture[2]/filter</use>
				</filter>
				<wrap-s>
					<use>texture[2]/wrap-s</use>
				</wrap-s>
				<wrap-t>
					<use>texture[2]/wrap-t</use>
				</wrap-t>
				<internal-format>
					<use>texture[2]/internal-format</use>
				</internal-format>
			</texture-unit>
			<!-- LightMap texture unit-->
			<texture-unit>
				<unit>3</unit>
				<image>
					<use>texture[3]/image</use>
				</image>
				<filter>
					<use>texture[3]/filter</use>
				</filter>
				<wrap-s>
					<use>texture[3]/wrap-s</use>
				</wrap-s>
				<wrap-t>
					<use>texture[3]/wrap-t</use>
				</wrap-t>
				<internal-format>
					<use>texture[3]/internal-format</use>
				</internal-format>
			</texture-unit>
			<!-- ReflectMap texture unit-->
			<texture-unit>
				<unit>4</unit>
				<image>
					<use>texture[4]/image</use>
				</image>
				<filter>
					<use>texture[4]/filter</use>
				</filter>
				<wrap-s>
					<use>texture[4]/wrap-s</use>
				</wrap-s>
				<wrap-t>
					<use>texture[4]/wrap-t</use>
				</wrap-t>
				<internal-format>
					<use>texture[4]/internal-format</use>
				</internal-format>
			</texture-unit>
			<!-- Reflection CubeMap texture unit-->
			<texture-unit>
				<unit>5</unit>
				<type>
					<use>texture[5]/type</use>
				</type>
				<!-- use this form for a cube cross -->
				<!--<image><use>texture[5]/image</use></image>-->
				<!-- END CubeCross -->
				<!-- use this form for a 6 image cube map -->
				<images>
					<use>texture[5]/images</use>
				</images>
				<!-- END 6 image cube map -->
			</texture-unit>
			<!-- Reflection fresnel texture unit-->
			<texture-unit>
				<unit>6</unit>
				<image>
					<use>texture[6]/image</use>
				</image>
				<filter>
					<use>texture[6]/filter</use>
				</filter>
				<wrap-s>
					<use>texture[6]/wrap-s</use>
				</wrap-s>
				<wrap-t>
					<use>texture[6]/wrap-t</use>
				</wrap-t>
				<internal-format>
					<use>texture[6]/internal-format</use>
				</internal-format>
			</texture-unit>
			<!-- Reflection rainbow texture unit-->
			<texture-unit>
				<unit>7</unit>
				<image>
					<use>texture[7]/image</use>
				</image>
				<filter>
					<use>texture[7]/filter</use>
				</filter>
				<wrap-s>
					<use>texture[7]/wrap-s</use>
				</wrap-s>
				<wrap-t>
					<use>texture[7]/wrap-t</use>
				</wrap-t>
				<internal-format>
					<use>texture[7]/internal-format</use>
				</internal-format>
			</texture-unit>
			<!-- Reflection Noise texture unit-->
			<texture-unit>
				<unit>9</unit>
				<type>noise</type>
			</texture-unit>

			<vertex-program-two-side>
				<use>vertex-program-two-side</use>
			</vertex-program-two-side>

			<program>
				<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
				<vertex-shader n="1">Shaders/ubershader.vert</vertex-shader>
				<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
				<fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
				<!--<attribute>
					<name>tangent</name>
					<index>6</index>
				</attribute>
				<attribute>
					<name>binormal</name>
					<index>7</index>
				</attribute>-->
			</program>

			<uniform>
				<name>BaseTex</name>
				<type>sampler-2d</type>
				<value type="int">0</value>
			</uniform>

			<uniform>
				<name>NormalTex</name>
				<type>sampler-2d</type>
				<value type="int">2</value>
			</uniform>

			<uniform>
				<name>LightMapTex</name>
				<type>sampler-2d</type>
				<value type="int">3</value>
			</uniform>

			<uniform>
				<name>ReflMapTex</name>
				<type>sampler-2d</type>
				<value type="int">4</value>
			</uniform>

			<uniform>
				<name>Environment</name>
				<type>sampler-cube</type>
				<value type="int">5</value>
			</uniform>

			<uniform>
				<name>ReflFresnelTex</name>
				<type>sampler-2d</type>
				<value type="int">6</value>
			</uniform>

			<uniform>
				<name>ReflRainbowTex</name>
				<type>sampler-2d</type>
				<value type="int">7</value>
			</uniform>

			<uniform>
				<name>ReflNoiseTex</name>
				<type>sampler-3d</type>
				<value type="int">9</value>
			</uniform>

			<!-- 			NORMAL MAP -->
			<!-- normalmap is used-->
			<uniform>
				<name>nmap_enabled</name>
				<type>int</type>
				<value>
					<use>normalmap-enabled</use>
				</value>
			</uniform>

			<!-- normalmap is .dds-->
			<uniform>
				<name>nmap_dds</name>
				<type>int</type>
				<value>
					<use>normalmap-dds</use>
				</value>
			</uniform>

			<uniform>
				<name>nmap_tile</name>
				<type>int</type>
				<value>
					<use>normalmap-tiling</use>
				</value>
			</uniform>

			<!-- 			LIGHTMAP -->
			<!-- lightmap is used -->
			<uniform>
				<name>lightmap_enabled</name>
				<type>int</type>
				<value>
					<use>lightmap-enabled</use>
				</value>
			</uniform>
			<!-- lightmap is multichannel -->
			<uniform>
				<name>lightmap_multi</name>
				<type>int</type>
				<value>
					<use>lightmap-multi</use>
				</value>
			</uniform>

			<uniform>
				<name>lightmap_r_factor</name>
				<type>float</type>
				<value>
					<use>lightmap-factor[0]</use>
				</value>
			</uniform>

			<uniform>
				<name>lightmap_r_color</name>
				<type>float-vec3</type>
				<value>
					<use>lightmap-color[0]</use>
				</value>
			</uniform>

			<uniform>
				<name>lightmap_g_factor</name>
				<type>float</type>
				<value>
					<use>lightmap-factor[1]</use>
				</value>
			</uniform>

			<uniform>
				<name>lightmap_g_color</name>
				<type>float-vec3</type>
				<value>
					<use>lightmap-color[1]</use>
				</value>
			</uniform>

			<uniform>
				<name>lightmap_b_factor</name>
				<type>float</type>
				<value>
					<use>lightmap-factor[2]</use>
				</value>
			</uniform>

			<uniform>
				<name>lightmap_b_color</name>
				<type>float-vec3</type>
				<value>
					<use>lightmap-color[2]</use>
				</value>
			</uniform>

			<uniform>
				<name>lightmap_a_factor</name>
				<type>float</type>
				<value>
					<use>lightmap-factor[3]</use>
				</value>
			</uniform>

			<uniform>
				<name>lightmap_a_color</name>
				<type>float-vec3</type>
				<value>
					<use>lightmap-color[3]</use>
				</value>
			</uniform>

			<!-- 			reflection is used -->
			<uniform>
				<name>refl_enabled</name>
				<type>int</type>
				<value>
					<use>reflection-enabled</use>
				</value>
			</uniform>
			<!-- reflection correction -->
			<uniform>
				<name>refl_correction</name>
				<type>float</type>
				<value>
					<use>reflection-correction</use>
				</value>
			</uniform>

			<!-- use a reflection map-->
			<uniform>
				<name>refl_map</name>
				<type>int</type>
				<value>
					<use>reflect-map-enabled</use>
				</value>
			</uniform>
			<!-- reflection is dynamic -->
			<uniform>
				<name>refl_dynamic</name>
				<type>int</type>
				<value>
					<use>reflection-dynamic</use>
				</value>
			</uniform>

			<!-- set the amount of fringing colour 0.0 - 1.0 -->
			<uniform>
				<name>refl_rainbow</name>
				<type>float</type>
				<value>
					<use>reflection-rainbow</use>
				</value>
			</uniform>

			<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
			<uniform>
				<name>refl_fresnel</name>
				<type>float</type>
				<value>
					<use>reflection-fresnel</use>
				</value>
			</uniform>

			<!-- set the amount of noisiness 0.0 - 1.0 -->
			<uniform>
				<name>refl_noise</name>
				<type>float</type>
				<value>
					<use>reflection-noise</use>
				</value>
			</uniform>

			<!-- dirt -->
			<uniform>
				<name>dirt_enabled</name>
				<type>int</type>
				<value>
					<use>dirt-enabled</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_multi</name>
				<type>int</type>
				<value>
					<use>dirt-multi</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_r_color</name>
				<type>float-vec3</type>
				<value>
					<use>dirt-color[0]</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_r_factor</name>
				<type>float</type>
				<value>
					<use>dirt-factor[0]</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_g_color</name>
				<type>float-vec3</type>
				<value>
					<use>dirt-color[1]</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_g_factor</name>
				<type>float</type>
				<value>
					<use>dirt-factor[1]</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_b_color</name>
				<type>float-vec3</type>
				<value>
					<use>dirt-color[2]</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_b_factor</name>
				<type>float</type>
				<value>
					<use>dirt-factor[2]</use>
				</value>
			</uniform>

			<!-- set the amount of ambient light correction 0.0 - 1.0  -->
			<uniform>
				<name>amb_correction</name>
				<type>float</type>
				<value>
					<use>ambient-correction</use>
				</value>
			</uniform>
			<!-- shader quality -->
			<uniform>
				<name>shader_qual</name>
				<type>int</type>
				<value>
					<use>shader-quality</use>
				</value>
			</uniform>

			<uniform>
				<name>hdg</name>
				<type>float</type>
				<value>
					<use>model-hdg</use>
				</value>
			</uniform>

			<uniform>
				<name>pitch</name>
				<type>float</type>
				<value>
					<use>model-pitch</use>
				</value>
			</uniform>

			<uniform>
				<name>roll</name>
				<type>float</type>
				<value>
					<use>model-roll</use>
				</value>
			</uniform>

			<!-- 	    BEGIN fog include -->
			<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>terminator</name>
				<type>float</type>
				<value>
					<use>terminator</use>
				</value>
			</uniform>
			<uniform>
				<name>fogType</name>
				<type>int</type>
				<value>
					<use>fogtype</use>
				</value>
			</uniform>
			<!-- 			END fog include -->

		</pass>
	</technique>
</PropertyList>