707 lines
No EOL
17 KiB
XML
707 lines
No EOL
17 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<!-- Reflections + Bumpmapping + specular+Lightmap
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please see Docs/README.model-combined.eff for documentation
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-->
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<PropertyList>
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<name>Effects/model-combined</name>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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<!-- Diffuse Texture -->
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<texture n ="0">
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<type>white</type>
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</texture>
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<!-- Normal Map -->
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<normalmap-enabled type="int">0</normalmap-enabled>
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<normalmap-dds type="int">0</normalmap-dds>
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<normalmap-tiling type="float">1.0</normalmap-tiling>
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<texture n="2">
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<image>Aircraft/Generic/Effects/null_bumpspec.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<!-- Light Map -->
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<lightmap-enabled type="int">0</lightmap-enabled>
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<lightmap-multi type="int">0</lightmap-multi>
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<lightmap-factor type="float" n="0">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="1">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="2">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
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<lightmap-factor type="float" n="3">1.0</lightmap-factor>
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<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
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<texture n="3">
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<image>Aircraft/Generic/Effects/greymap.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<!-- Reflection -->
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<reflection-enabled type="int">0</reflection-enabled>
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<reflection-correction type="float">0.0</reflection-correction>
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<reflect-map-enabled type="int">0</reflect-map-enabled>
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<reflection-dynamic type="int">0</reflection-dynamic>
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<texture n="4">
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<image>Aircraft/Generic/Effects/ReflectMaps/reflectmap.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<!-- Reflection environment -->
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<texture n="5">
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<type>cubemap</type>
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<!-- use this form for a cube cross -->
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<!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->
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<!-- END CubeCross -->
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<!-- use this form for a 6 image cube map -->
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
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</images>
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<!-- END 6 image cube map -->
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</texture>
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<!-- Reflection fresnel -->
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<reflection-fresnel type="float">0.1</reflection-fresnel>
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<texture n="6">
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<image>Aircraft/Generic/Effects/FresnelLookUp.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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<!-- Reflection rainbow -->
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<reflection-rainbow type="float">0.01</reflection-rainbow>
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<texture n="7">
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<image>Aircraft/Generic/Effects/Rainbow.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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<reflection-noise type="float">0.25</reflection-noise>
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<!-- END Reflection -->
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<!-- Dirt -->
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<dirt-enabled type="int">0</dirt-enabled>
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<dirt-color type="vec3d">0.0 0.0 0.0</dirt-color>
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<dirt-factor type="float">0.0</dirt-factor>
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<!-- ambient correction -->
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<ambient-correction type="float">0.05</ambient-correction>
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<!-- quality slider -->
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<shader-quality type="int">2</shader-quality>
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<!--<use>/sim/rendering/shaders/model</use>
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</quality>-->
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<rendering-hint>opaque</rendering-hint>
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<transparent>false</transparent>
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<render-bin>
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<bin-number>1</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<!-- INTERNAL USE -->
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<shade-model>smooth</shade-model>
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<model-hdg>
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<use>orientation/model/heading-deg</use>
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</model-hdg>
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<model-pitch>
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<use>orientation/model/pitch-deg</use>
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</model-pitch>
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<model-roll>
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<use>orientation/model/roll-deg</use>
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</model-roll>
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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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<terminator>
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<use>/environment/terminator-relative-position-m</use>
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</terminator>
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<fogtype>
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<use>/sim/rendering/shaders/skydome</use>
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</fogtype>
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<!-- END fog include -->
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</parameters>
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<!--<generate>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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</generate>-->
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/model</property>
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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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<blend>
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<use>transparent</use>
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</blend>
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<alpha-test>
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<use>transparent</use>
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</alpha-test>
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<render-bin>
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<bin-number>
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<use>render-bin/bin-number</use>
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</bin-number>
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<bin-name>
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<use>render-bin/bin-name</use>
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</bin-name>
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</render-bin>
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<!-- Diffuse texture unit-->
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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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<!-- NormalMap 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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<!-- LightMap 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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<!-- ReflectMap 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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<!-- Reflection CubeMap texture unit-->
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<texture-unit>
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<unit>5</unit>
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<type>
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<use>texture[5]/type</use>
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</type>
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<!-- use this form for a cube cross -->
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<!--<image><use>texture[5]/image</use></image>-->
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<!-- END CubeCross -->
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<!-- use this form for a 6 image cube map -->
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<images>
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<use>texture[5]/images</use>
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</images>
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<!-- END 6 image cube map -->
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</texture-unit>
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<!-- Reflection fresnel 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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<!-- Reflection rainbow 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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<!-- Reflection Noise texture unit-->
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<texture-unit>
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<unit>9</unit>
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<type>noise</type>
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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<vertex-shader n="1">Shaders/ubershader.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
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<!--<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>-->
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</program>
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<uniform>
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<name>BaseTex</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>NormalTex</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>LightMapTex</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>ReflMapTex</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>Environment</name>
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<type>sampler-cube</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>ReflFresnelTex</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>ReflRainbowTex</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>ReflNoiseTex</name>
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<type>sampler-3d</type>
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<value type="int">9</value>
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</uniform>
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<!-- NORMAL MAP -->
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<!-- normalmap is used-->
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<uniform>
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<name>nmap_enabled</name>
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<type>int</type>
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<value>
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<use>normalmap-enabled</use>
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</value>
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</uniform>
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<!-- normalmap is .dds-->
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<uniform>
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<name>nmap_dds</name>
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<type>int</type>
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<value>
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<use>normalmap-dds</use>
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</value>
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</uniform>
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<uniform>
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<name>nmap_tile</name>
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<type>int</type>
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<value>
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<use>normalmap-tiling</use>
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</value>
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</uniform>
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<!-- LIGHTMAP -->
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<!-- lightmap is used -->
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<uniform>
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<name>lightmap_enabled</name>
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<type>int</type>
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<value>
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<use>lightmap-enabled</use>
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</value>
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</uniform>
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<!-- lightmap is multichannel -->
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<uniform>
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<name>lightmap_multi</name>
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<type>int</type>
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<value>
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<use>lightmap-multi</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_r_factor</name>
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<type>float</type>
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<value>
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<use>lightmap-factor[0]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_r_color</name>
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<type>float-vec3</type>
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<value>
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<use>lightmap-color[0]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_g_factor</name>
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<type>float</type>
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<value>
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<use>lightmap-factor[1]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_g_color</name>
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<type>float-vec3</type>
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<value>
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<use>lightmap-color[1]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_b_factor</name>
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<type>float</type>
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<value>
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<use>lightmap-factor[2]</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_b_color</name>
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<type>float-vec3</type>
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<value>
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<use>lightmap-color[2]</use>
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</value>
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</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_color</name>
|
|
<type>float-vec3</type>
|
|
<value>
|
|
<use>dirt-color</use>
|
|
</value>
|
|
</uniform>
|
|
|
|
<uniform>
|
|
<name>dirt_factor</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>dirt-factor</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> |