989 lines
22 KiB
XML
989 lines
22 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/bowwave</name>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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<texture n="0">
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<image>/Textures/Water/water-reflection.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="2">
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<image>/Textures/Water/perlin-noise-nm.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="3">
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<image>/Textures/Water/waves-ver10-dudv.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="4">
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<image>/Textures/Water/water-reflection-grey.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="5">
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<image>/Textures/Water/sea_foam.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="6">
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<image>/Textures/Water/bowwave3.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="7">
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<image>/Textures/Water/bowwave_normal.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<saturation>
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<use>/rendering/scene/saturation</use>
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</saturation>
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<status>
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<use>/environment/config/enabled</use>
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</status>
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<overcast>
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<use>/rendering/scene/overcast</use>
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</overcast>
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<cloud-cover0>
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<use>/environment/clouds/layer[0]/coverage-type</use>
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</cloud-cover0>
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<cloud-cover1>
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<use>/environment/clouds/layer[1]/coverage-type</use>
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</cloud-cover1>
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<cloud-cover2>
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<use>/environment/clouds/layer[2]/coverage-type</use>
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</cloud-cover2>
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<cloud-cover3>
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<use>/environment/clouds/layer[3]/coverage-type</use>
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</cloud-cover3>
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<cloud-cover4>
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<use>/environment/clouds/layer[4]/coverage-type</use>
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</cloud-cover4>
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<windE>
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<use>/environment/sea/surface/wind-from-east-fps</use>
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</windE>
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<windN>
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<use>/environment/sea/surface/wind-from-north-fps</use>
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</windN>
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<speed-kt>
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<use>/environment/Vinson/spd-kt</use>
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</speed-kt>
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<heading-deg>
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<use>/environment/Vinson/hdg-deg</use>
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</heading-deg>
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<shade-model>smooth</shade-model>
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<rendering-hint>transparent</rendering-hint>
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<transparent>true</transparent>
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<render-bin>
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<bin-number type="int">6</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<!-- fog include -->
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<visibility>
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<use>/environment/ground-visibility-m</use>
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</visibility>
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<avisibility>
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<use>/environment/visibility-m</use>
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</avisibility>
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<lthickness>
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<use>/environment/ground-haze-thickness-m</use>
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</lthickness>
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<scattering>
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<use>/rendering/scene/scattering</use>
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</scattering>
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<ground_scattering>
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<use>/environment/surface/scattering</use>
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</ground_scattering>
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<terminator>
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<use>/environment/terminator-relative-position-m</use>
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</terminator>
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<terrain_alt>
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<use>/environment/mean-terrain-elevation-m</use>
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</terrain_alt>
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<overcast>
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<use>/rendering/scene/overcast</use>
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</overcast>
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<eye_alt>
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<use>/sim/rendering/eye-altitude-m</use>
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</eye_alt>
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<cloud_self_shading>
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<use>/environment/cloud-self-shading</use>
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</cloud_self_shading>
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<moonlight>
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<use>/environment/moonlight</use>
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</moonlight>
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<fogtype>
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<use>/sim/rendering/shaders/skydome</use>
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</fogtype>
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<quality_level>
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<use>/sim/rendering/shaders/landmass</use>
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</quality_level>
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<!-- sea colors -->
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<sea_r>
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<use>/environment/sea/color_r</use>
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</sea_r>
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<sea_g>
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<use>/environment/sea/color_g</use>
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</sea_g>
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<sea_b>
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<use>/environment/sea/color_b</use>
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</sea_b>
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<!-- END fog include -->
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</parameters>
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<technique n="5">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<property>/sim/rendering/shaders/quality-level</property>
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<property>/sim/rendering/shaders/water</property>
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<less-equal>
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<value type="float">2.0</value>
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<float-property>/sim/rendering/shaders/water</float-property>
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</less-equal>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<active>
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<use>blend/active</use>
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</active>
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<source>
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<use>blend/source</use>
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</source>
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<destination>
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<use>blend/destination</use>
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</destination>
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</blend>
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<shade-model>
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<use>shade-model</use>
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</shade-model>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
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<texture-unit>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<type>noise</type>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<image>
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<use>texture[2]/image</use>
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</image>
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<filter>
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<use>texture[2]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[2]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[2]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[2]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<image>
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<use>texture[3]/image</use>
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</image>
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<filter>
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<use>texture[3]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[3]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[3]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[3]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<image>
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<use>texture[4]/image</use>
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</image>
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<filter>
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<use>texture[4]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[4]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[4]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[4]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>5</unit>
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<image>
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<use>texture[5]/image</use>
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</image>
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<filter>
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<use>texture[5]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[5]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[5]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[5]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<image>
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<use>texture[6]/image</use>
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</image>
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<filter>
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<use>texture[6]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[6]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[6]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[6]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>7</unit>
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<image>
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<use>texture[7]/image</use>
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</image>
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<filter>
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<use>texture[7]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[7]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[7]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[7]/internal-format</use>
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</internal-format>
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</texture-unit>
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<program>
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<!-- <vertex-shader>Shaders/include_fog.vert</vertex-shader> -->
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<vertex-shader>Shaders/wake_lightfield.vert</vertex-shader>
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<!--<fragment-shader>Shaders/include_fog.frag</fragment-shader>-->
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<fragment-shader>Shaders/bowwave_lightfield.frag</fragment-shader>
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</program>
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<uniform>
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<name>water_reflection</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>water_normalmap</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>water_dudvmap</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>water_reflection_grey</name>
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<type>sampler-2d</type>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>sea_foam</name>
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<type>sampler-2d</type>
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<value type="int">5</value>
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</uniform>
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<uniform>
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<name>alpha_tex</name>
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<type>sampler-2d</type>
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<value type="int">6</value>
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</uniform>
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<uniform>
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<name>bowwave_nmap</name>
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<type>sampler-2d</type>
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<value type="int">7</value>
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</uniform>
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<uniform>
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<name>saturation</name>
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<type>float</type>
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<!--<value>0.4</value>-->
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<value>
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<use>saturation</use>
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</value>
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</uniform>
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<uniform>
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<name>Status</name>
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<type>int</type>
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<value>
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<use>status</use>
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</value>
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<!--<value type="int">0</value> -->
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</uniform>
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<uniform>
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<name>Overcast</name>
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<type>float</type>
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<value>
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<use>overcast</use>
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</value>
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</uniform>
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<uniform>
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<name>WindE</name>
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<type>float</type>
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<value>
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<use>windE</use>
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</value>
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</uniform>
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<uniform>
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<name>WindN</name>
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<type>float</type>
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<value>
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<use>windN</use>
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</value>
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</uniform>
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<uniform>
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<name>spd</name>
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<type>float</type>
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<value><use>speed-kt</use></value>
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</uniform>
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<uniform>
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<name>hdg</name>
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<type>float</type>
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<value>
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<use>heading-deg</use>
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</value>
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</uniform>
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<uniform>
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<name>Noise</name>
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<type>sampler-3d</type>
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<value type="int">1</value>
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</uniform>
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<!-- BEGIN fog include -->
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value>
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<use>avisibility</use>
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</value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value>
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<use>lthickness</use>
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</value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value>
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<use>scattering</use>
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</value>
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</uniform>
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<uniform>
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<name>ground_scattering</name>
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<type>float</type>
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<value>
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<use>ground_scattering</use>
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</value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value>
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<use>terminator</use>
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</value>
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</uniform>
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<uniform>
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<name>terrain_alt</name>
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<type>float</type>
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<value>
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<use>terrain_alt</use>
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</value>
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</uniform>
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<uniform>
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<name>overcast</name>
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<type>float</type>
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<value>
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<use>overcast</use>
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</value>
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</uniform>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value>
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<use>eye_alt</use>
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</value>
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</uniform>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<!-- sea colors -->
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<uniform>
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<name>sea_r</name>
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<type>float</type>
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<value>
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<use>sea_r</use>
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</value>
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</uniform>
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<uniform>
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<name>sea_g</name>
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<type>float</type>
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<value>
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<use>sea_g</use>
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</value>
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</uniform>
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<uniform>
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<name>sea_b</name>
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<type>float</type>
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<value>
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<use>sea_b</use>
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</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>quality_level</name>
|
|
<type>int</type>
|
|
<value><use>quality_level</use></value>
|
|
</uniform>
|
|
<!-- END fog include -->
|
|
</pass>
|
|
</technique>
|
|
|
|
<technique n="9">
|
|
<predicate>
|
|
<and>
|
|
<property>/sim/rendering/shaders/quality-level</property>
|
|
<property>/sim/rendering/shaders/water</property>
|
|
<less-equal>
|
|
<value type="float">2.0</value>
|
|
<float-property>/sim/rendering/shaders/water</float-property>
|
|
</less-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>
|
|
<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>
|
|
<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>
|
|
<texture-unit>
|
|
<unit>1</unit>
|
|
<type>noise</type>
|
|
</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>
|
|
<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>
|
|
<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>
|
|
<texture-unit>
|
|
<unit>5</unit>
|
|
<image>
|
|
<use>texture[5]/image</use>
|
|
</image>
|
|
<filter>
|
|
<use>texture[5]/filter</use>
|
|
</filter>
|
|
<wrap-s>
|
|
<use>texture[5]/wrap-s</use>
|
|
</wrap-s>
|
|
<wrap-t>
|
|
<use>texture[5]/wrap-t</use>
|
|
</wrap-t>
|
|
<internal-format>
|
|
<use>texture[5]/internal-format</use>
|
|
</internal-format>
|
|
</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>
|
|
<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>
|
|
|
|
<program>
|
|
<!-- <vertex-shader>Shaders/include_fog.vert</vertex-shader> -->
|
|
<vertex-shader>Shaders/wake.vert</vertex-shader>
|
|
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
|
|
<fragment-shader>Shaders/bowwave.frag</fragment-shader>
|
|
</program>
|
|
<uniform>
|
|
<name>water_reflection</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>water_normalmap</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">2</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>water_dudvmap</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">3</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>water_reflection_grey</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">4</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>sea_foam</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">5</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>alpha_tex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">6</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>bowwave_nmap</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">7</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>saturation</name>
|
|
<type>float</type>
|
|
<!--<value>0.4</value>-->
|
|
<value>
|
|
<use>saturation</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>CloudCover0</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>cloud-cover0</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>CloudCover1</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>cloud-cover1</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>CloudCover2</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>cloud-cover2</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>CloudCover3</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>cloud-cover3</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>CloudCover4</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>cloud-cover4</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>Status</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>status</use>
|
|
</value>
|
|
<!--<value type="int">0</value> -->
|
|
</uniform>
|
|
<uniform>
|
|
<name>Overcast</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>overcast</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>WindE</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>windE</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>WindN</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>windN</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>spd</name>
|
|
<type>float</type>
|
|
<value><use>speed-kt</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>hdg</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>heading-deg</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>Noise</name>
|
|
<type>sampler-3d</type>
|
|
<value type="int">1</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>
|
|
<technique n="11"> <!-- FIXME: this technique number overlaps the one in model-default -->
|
|
<predicate>
|
|
<and>
|
|
<property>/sim/rendering/shaders/quality-level</property>
|
|
<property>/sim/rendering/shaders/water</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>
|
|
<ambient>
|
|
<use>material/ambient</use>
|
|
</ambient>
|
|
<diffuse>
|
|
<use>material/diffuse</use>
|
|
</diffuse>
|
|
<specular>
|
|
<use>material/specular</use>
|
|
</specular>
|
|
<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>
|
|
<type>noise</type>
|
|
</texture-unit>
|
|
<program>
|
|
<vertex-shader>Shaders/water-orig.vert</vertex-shader>
|
|
<fragment-shader>Shaders/water-orig.frag</fragment-shader>
|
|
</program>
|
|
<uniform>
|
|
<name>texture</name>
|
|
<type>sampler-3d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
</pass>
|
|
</technique>
|
|
</PropertyList>
|