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fgdata/Effects/urban.eff

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/urban</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<snow-level>
<use>/environment/snow-level-m</use>
</snow-level>
<depth-factor type="float">0.008</depth-factor>
<night-color type="vec3d">1 1 0.50</night-color>
<random-buildings type="bool">
<use>/sim/rendering/random-buildings</use>
</random-buildings>
<quality-level>
<use>/sim/rendering/shaders/urban</use>
</quality-level>
<!--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>
<normal type="int">15</normal>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="1">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<property>/sim/rendering/shaders/urban</property>
<less-equal>
<value type="float">4.0</value>
<float-property>/sim/rendering/shaders/urban</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>
<or>
<extension-supported>GL_ATI_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
<extension-supported>GL_ARB_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
<extension-supported>GL_EXT_gpu_shader4</extension-supported>
</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>
<image>
<use>texture[0]/image</use>
</image>
<type>
<use>texture[0]/type</use>
</type>
<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>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<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>2</unit>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<filter>nearest-mipmap-nearest</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>
<mipmap-control>
<function-r>average</function-r>
<function-g>average</function-g>
<function-b>average</function-b>
<function-a>min</function-a>
</mipmap-control>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>noise</type>
</texture-unit>
<program>
<vertex-shader>Shaders/urban-ALS.vert</vertex-shader>
<fragment-shader>Shaders/urban-ALS.frag</fragment-shader>
<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/hazes.frag</fragment-shader>
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<!--<attribute>
<name>binormal</name>
<index>7</index>
</attribute>-->
<attribute>
<name>normal</name>
<index>15</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">1</value>
</uniform>
<uniform>
<name>QDMTex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value>
<use>depth-factor</use>
</value>
</uniform>
<uniform>
<name>tile_size</name>
<type>float</type>
<value>
<use>xsize</use>
</value>
</uniform>
<uniform>
<name>night_color</name>
<type>float-vec3</type>
<value>
<use>night-color</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value>
<use>quality-level</use>
</value>
</uniform>
<uniform>
<name>gquality_level</name>
<type>int</type>
<value><use>quality_level</use></value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value><use>tquality_level</use></value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
<uniform>
<name>max_lod_level</name>
<type>float</type>
<value>
<use>max-lod-level</use>
</value>
</uniform>
<uniform>
<name>random_buildings</name>
<type>bool</type>
<value type="bool">
<use>random-buildings</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>ground_scattering</name>
<type>float</type>
<value><use>ground_scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value><use>terrain_alt</use></value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value><use>overcast</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value><use>snow_level</use></value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
<value> <use>dust_cover_factor</use></value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value><use>wetness</use></value>
</uniform>
<uniform>
<name>fogstructure</name>
<type>float</type>
<value><use>fogstructure</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value><use>air_pollution</use></value>
</uniform>
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value><use>view_pitch_offset</use></value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value><use>view_heading_offset</use></value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value><use>view_fov</use></value>
</uniform>
<uniform>
<name>landing_light1_offset</name>
<type>float</type>
<value><use>landing_light1_offset</use></value>
</uniform>
<uniform>
<name>landing_light2_offset</name>
<type>float</type>
<value><use>landing_light2_offset</use></value>
</uniform>
<uniform>
<name>landing_light3_offset</name>
<type>float</type>
<value><use>landing_light3_offset</use></value>
</uniform>
<!-- filtering -->
<uniform>
<name>gamma</name>
<type>float</type>
<value><use>gamma</use></value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value><use>brightness</use></value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value><use>use_night_vision</use></value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value><use>use_IR_vision</use></value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value><use>use_filtering</use></value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value><use>delta_T</use></value>
</uniform>
<!-- cloud shadows -->
<uniform>
<name>cloudpos1_x</name>
<type>float</type>
<value><use>cloudpos1_x</use></value>
</uniform>
<uniform>
<name>cloudpos1_y</name>
<type>float</type>
<value><use>cloudpos1_y</use></value>
</uniform>
<uniform>
<name>cloudpos2_x</name>
<type>float</type>
<value><use>cloudpos2_x</use></value>
</uniform>
<uniform>
<name>cloudpos2_y</name>
<type>float</type>
<value><use>cloudpos2_y</use></value>
</uniform>
<uniform>
<name>cloudpos3_x</name>
<type>float</type>
<value><use>cloudpos3_x</use></value>
</uniform>
<uniform>
<name>cloudpos3_y</name>
<type>float</type>
<value><use>cloudpos3_y</use></value>
</uniform>
<uniform>
<name>cloudpos4_x</name>
<type>float</type>
<value><use>cloudpos4_x</use></value>
</uniform>
<uniform>
<name>cloudpos4_y</name>
<type>float</type>
<value><use>cloudpos4_y</use></value>
</uniform>
<uniform>
<name>cloudpos5_x</name>
<type>float</type>
<value><use>cloudpos5_x</use></value>
</uniform>
<uniform>
<name>cloudpos5_y</name>
<type>float</type>
<value><use>cloudpos5_y</use></value>
</uniform>
<uniform>
<name>cloudpos6_x</name>
<type>float</type>
<value><use>cloudpos6_x</use></value>
</uniform>
<uniform>
<name>cloudpos6_y</name>
<type>float</type>
<value><use>cloudpos6_y</use></value>
</uniform>
<uniform>
<name>cloudpos7_x</name>
<type>float</type>
<value><use>cloudpos7_x</use></value>
</uniform>
<uniform>
<name>cloudpos7_y</name>
<type>float</type>
<value><use>cloudpos7_y</use></value>
</uniform>
<uniform>
<name>cloudpos8_x</name>
<type>float</type>
<value><use>cloudpos8_x</use></value>
</uniform>
<uniform>
<name>cloudpos8_y</name>
<type>float</type>
<value><use>cloudpos8_y</use></value>
</uniform>
<uniform>
<name>cloudpos9_x</name>
<type>float</type>
<value><use>cloudpos9_x</use></value>
</uniform>
<uniform>
<name>cloudpos9_y</name>
<type>float</type>
<value><use>cloudpos9_y</use></value>
</uniform>
<uniform>
<name>cloudpos10_x</name>
<type>float</type>
<value><use>cloudpos10_x</use></value>
</uniform>
<uniform>
<name>cloudpos10_y</name>
<type>float</type>
<value><use>cloudpos10_y</use></value>
</uniform>
<uniform>
<name>cloudpos11_x</name>
<type>float</type>
<value><use>cloudpos11_x</use></value>
</uniform>
<uniform>
<name>cloudpos11_y</name>
<type>float</type>
<value><use>cloudpos11_y</use></value>
</uniform>
<uniform>
<name>cloudpos12_x</name>
<type>float</type>
<value><use>cloudpos12_x</use></value>
</uniform>
<uniform>
<name>cloudpos12_y</name>
<type>float</type>
<value><use>cloudpos12_y</use></value>
</uniform>
<uniform>
<name>cloudpos13_x</name>
<type>float</type>
<value><use>cloudpos13_x</use></value>
</uniform>
<uniform>
<name>cloudpos13_y</name>
<type>float</type>
<value><use>cloudpos13_y</use></value>
</uniform>
<uniform>
<name>cloudpos14_x</name>
<type>float</type>
<value><use>cloudpos14_x</use></value>
</uniform>
<uniform>
<name>cloudpos14_y</name>
<type>float</type>
<value><use>cloudpos14_y</use></value>
</uniform>
<uniform>
<name>cloudpos15_x</name>
<type>float</type>
<value><use>cloudpos15_x</use></value>
</uniform>
<uniform>
<name>cloudpos15_y</name>
<type>float</type>
<value><use>cloudpos15_y</use></value>
</uniform>
<uniform>
<name>cloudpos16_x</name>
<type>float</type>
<value><use>cloudpos16_x</use></value>
</uniform>
<uniform>
<name>cloudpos16_y</name>
<type>float</type>
<value><use>cloudpos16_y</use></value>
</uniform>
<uniform>
<name>cloudpos17_x</name>
<type>float</type>
<value><use>cloudpos17_x</use></value>
</uniform>
<uniform>
<name>cloudpos17_y</name>
<type>float</type>
<value><use>cloudpos17_y</use></value>
</uniform>
<uniform>
<name>cloudpos18_x</name>
<type>float</type>
<value><use>cloudpos18_x</use></value>
</uniform>
<uniform>
<name>cloudpos18_y</name>
<type>float</type>
<value><use>cloudpos18_y</use></value>
</uniform>
<uniform>
<name>cloudpos19_x</name>
<type>float</type>
<value><use>cloudpos19_x</use></value>
</uniform>
<uniform>
<name>cloudpos19_y</name>
<type>float</type>
<value><use>cloudpos19_y</use></value>
</uniform>
<uniform>
<name>cloudpos20_x</name>
<type>float</type>
<value><use>cloudpos20_x</use></value>
</uniform>
<uniform>
<name>cloudpos20_y</name>
<type>float</type>
<value><use>cloudpos20_y</use></value>
</uniform>
<uniform>
<name>cloud_shadow_flag</name>
<type>int</type>
<value><use>cloud_shadow_flag</use></value>
</uniform>
<uniform>
<name>use_searchlight</name>
<type>int</type>
<value><use>use_searchlight</use></value>
</uniform>
<uniform>
<name>use_landing_light</name>
<type>int</type>
<value><use>use_landing_light</use></value>
</uniform>
<uniform>
<name>use_alt_landing_light</name>
<type>int</type>
<value><use>use_alt_landing_light</use></value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value><use>display_xsize</use></value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value><use>display_ysize</use></value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
<technique n="2">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<property>/sim/rendering/shaders/urban</property>
<less-equal>
<value type="float">1.0</value>
<float-property>/sim/rendering/shaders/urban</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>
<!-- quality level below 4.0 doesn't require GL_ATI_shader_texture_lod or GL_ARB_shader_texture_lod -->
</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>
<image>
<use>texture[0]/image</use>
</image>
<type>
<use>texture[0]/type</use>
</type>
<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>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<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>2</unit>
<type>noise</type>
</texture-unit>
<program>
<vertex-shader>Shaders/urban-ALS.vert</vertex-shader>
<fragment-shader>Shaders/urban-ALS.frag</fragment-shader>
<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/hazes.frag</fragment-shader>
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<!--<attribute>
<name>binormal</name>
<index>7</index>
</attribute>-->
<attribute>
<name>normal</name>
<index>15</index>
</attribute>
</program>
<!-- 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>ground_scattering</name>
<type>float</type>
<value><use>ground_scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value><use>terrain_alt</use></value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value><use>overcast</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value><use>snow_level</use></value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
<value> <use>dust_cover_factor</use></value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value><use>wetness</use></value>
</uniform>
<uniform>
<name>fogstructure</name>
<type>float</type>
<value><use>fogstructure</use></value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value><use>air_pollution</use></value>
</uniform>
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value><use>view_pitch_offset</use></value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value><use>view_heading_offset</use></value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value><use>view_fov</use></value>
</uniform>
<uniform>
<name>landing_light1_offset</name>
<type>float</type>
<value><use>landing_light1_offset</use></value>
</uniform>
<uniform>
<name>landing_light2_offset</name>
<type>float</type>
<value><use>landing_light2_offset</use></value>
</uniform>
<uniform>
<name>landing_light3_offset</name>
<type>float</type>
<value><use>landing_light3_offset</use></value>
</uniform>
<!-- filtering -->
<uniform>
<name>gamma</name>
<type>float</type>
<value><use>gamma</use></value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value><use>brightness</use></value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value><use>use_night_vision</use></value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value><use>use_IR_vision</use></value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value><use>use_filtering</use></value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value><use>delta_T</use></value>
</uniform>
<!-- cloud shadows -->
<uniform>
<name>cloudpos1_x</name>
<type>float</type>
<value><use>cloudpos1_x</use></value>
</uniform>
<uniform>
<name>cloudpos1_y</name>
<type>float</type>
<value><use>cloudpos1_y</use></value>
</uniform>
<uniform>
<name>cloudpos2_x</name>
<type>float</type>
<value><use>cloudpos2_x</use></value>
</uniform>
<uniform>
<name>cloudpos2_y</name>
<type>float</type>
<value><use>cloudpos2_y</use></value>
</uniform>
<uniform>
<name>cloudpos3_x</name>
<type>float</type>
<value><use>cloudpos3_x</use></value>
</uniform>
<uniform>
<name>cloudpos3_y</name>
<type>float</type>
<value><use>cloudpos3_y</use></value>
</uniform>
<uniform>
<name>cloudpos4_x</name>
<type>float</type>
<value><use>cloudpos4_x</use></value>
</uniform>
<uniform>
<name>cloudpos4_y</name>
<type>float</type>
<value><use>cloudpos4_y</use></value>
</uniform>
<uniform>
<name>cloudpos5_x</name>
<type>float</type>
<value><use>cloudpos5_x</use></value>
</uniform>
<uniform>
<name>cloudpos5_y</name>
<type>float</type>
<value><use>cloudpos5_y</use></value>
</uniform>
<uniform>
<name>cloudpos6_x</name>
<type>float</type>
<value><use>cloudpos6_x</use></value>
</uniform>
<uniform>
<name>cloudpos6_y</name>
<type>float</type>
<value><use>cloudpos6_y</use></value>
</uniform>
<uniform>
<name>cloudpos7_x</name>
<type>float</type>
<value><use>cloudpos7_x</use></value>
</uniform>
<uniform>
<name>cloudpos7_y</name>
<type>float</type>
<value><use>cloudpos7_y</use></value>
</uniform>
<uniform>
<name>cloudpos8_x</name>
<type>float</type>
<value><use>cloudpos8_x</use></value>
</uniform>
<uniform>
<name>cloudpos8_y</name>
<type>float</type>
<value><use>cloudpos8_y</use></value>
</uniform>
<uniform>
<name>cloudpos9_x</name>
<type>float</type>
<value><use>cloudpos9_x</use></value>
</uniform>
<uniform>
<name>cloudpos9_y</name>
<type>float</type>
<value><use>cloudpos9_y</use></value>
</uniform>
<uniform>
<name>cloudpos10_x</name>
<type>float</type>
<value><use>cloudpos10_x</use></value>
</uniform>
<uniform>
<name>cloudpos10_y</name>
<type>float</type>
<value><use>cloudpos10_y</use></value>
</uniform>
<uniform>
<name>cloudpos11_x</name>
<type>float</type>
<value><use>cloudpos11_x</use></value>
</uniform>
<uniform>
<name>cloudpos11_y</name>
<type>float</type>
<value><use>cloudpos11_y</use></value>
</uniform>
<uniform>
<name>cloudpos12_x</name>
<type>float</type>
<value><use>cloudpos12_x</use></value>
</uniform>
<uniform>
<name>cloudpos12_y</name>
<type>float</type>
<value><use>cloudpos12_y</use></value>
</uniform>
<uniform>
<name>cloudpos13_x</name>
<type>float</type>
<value><use>cloudpos13_x</use></value>
</uniform>
<uniform>
<name>cloudpos13_y</name>
<type>float</type>
<value><use>cloudpos13_y</use></value>
</uniform>
<uniform>
<name>cloudpos14_x</name>
<type>float</type>
<value><use>cloudpos14_x</use></value>
</uniform>
<uniform>
<name>cloudpos14_y</name>
<type>float</type>
<value><use>cloudpos14_y</use></value>
</uniform>
<uniform>
<name>cloudpos15_x</name>
<type>float</type>
<value><use>cloudpos15_x</use></value>
</uniform>
<uniform>
<name>cloudpos15_y</name>
<type>float</type>
<value><use>cloudpos15_y</use></value>
</uniform>
<uniform>
<name>cloudpos16_x</name>
<type>float</type>
<value><use>cloudpos16_x</use></value>
</uniform>
<uniform>
<name>cloudpos16_y</name>
<type>float</type>
<value><use>cloudpos16_y</use></value>
</uniform>
<uniform>
<name>cloudpos17_x</name>
<type>float</type>
<value><use>cloudpos17_x</use></value>
</uniform>
<uniform>
<name>cloudpos17_y</name>
<type>float</type>
<value><use>cloudpos17_y</use></value>
</uniform>
<uniform>
<name>cloudpos18_x</name>
<type>float</type>
<value><use>cloudpos18_x</use></value>
</uniform>
<uniform>
<name>cloudpos18_y</name>
<type>float</type>
<value><use>cloudpos18_y</use></value>
</uniform>
<uniform>
<name>cloudpos19_x</name>
<type>float</type>
<value><use>cloudpos19_x</use></value>
</uniform>
<uniform>
<name>cloudpos19_y</name>
<type>float</type>
<value><use>cloudpos19_y</use></value>
</uniform>
<uniform>
<name>cloudpos20_x</name>
<type>float</type>
<value><use>cloudpos20_x</use></value>
</uniform>
<uniform>
<name>cloudpos20_y</name>
<type>float</type>
<value><use>cloudpos20_y</use></value>
</uniform>
<uniform>
<name>cloud_shadow_flag</name>
<type>int</type>
<value><use>cloud_shadow_flag</use></value>
</uniform>
<uniform>
<name>use_searchlight</name>
<type>int</type>
<value><use>use_searchlight</use></value>
</uniform>
<uniform>
<name>use_landing_light</name>
<type>int</type>
<value><use>use_landing_light</use></value>
</uniform>
<uniform>
<name>use_alt_landing_light</name>
<type>int</type>
<value><use>use_alt_landing_light</use></value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value><use>display_xsize</use></value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value><use>display_ysize</use></value>
</uniform>
<!-- END fog include -->
<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">1</value>
</uniform>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value>
<use>depth-factor</use>
</value>
</uniform>
<uniform>
<name>tile_size</name>
<type>float</type>
<value>
<use>xsize</use>
</value>
</uniform>
<uniform>
<name>night_color</name>
<type>float-vec3</type>
<value>
<use>night-color</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value>
<use>quality-level</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>random_buildings</name>
<type>bool</type>
<value type="bool">
<use>random-buildings</use>
</value>
</uniform>
</pass>
</technique>
<technique n="6">
<predicate>
<and>
<property>/sim/rendering/rembrandt/enabled</property>
<property>/sim/rendering/shaders/urban</property>
<less-equal>
<value type="float">4.0</value>
<float-property>/sim/rendering/shaders/urban</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>
<or>
<extension-supported>GL_ATI_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
<extension-supported>GL_ARB_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
<extension-supported>GL_EXT_gpu_shader4</extension-supported>
</or>
</and>
</predicate>
<pass>
<lighting>false</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>false</blend>
<alpha-test>false</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>0</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<type>
<use>texture[0]/type</use>
</type>
<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>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<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>2</unit>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>3</unit>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<filter>nearest-mipmap-nearest</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>
<mipmap-control>
<function-r>average</function-r>
<function-g>average</function-g>
<function-b>average</function-b>
<function-a>min</function-a>
</mipmap-control>
</texture-unit>
<program>
<vertex-shader>Shaders/urban-gbuffer.vert</vertex-shader>
<fragment-shader>Shaders/urban-gbuffer.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
<attribute>
<name>normal</name>
<index>15</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">1</value>
</uniform>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>QDMTex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value>
<use>depth-factor</use>
</value>
</uniform>
<uniform>
<name>tile_size</name>
<type>float</type>
<value>
<use>xsize</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value>
<use>quality-level</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
<uniform>
<name>max_lod_level</name>
<type>float</type>
<value>
<use>max-lod-level</use>
</value>
</uniform>
<uniform>
<name>random_buildings</name>
<type>bool</type>
<value type="bool">
<use>random-buildings</use>
</value>
</uniform>
</pass>
</technique>
<technique n="7">
<predicate>
<and>
<property>/sim/rendering/rembrandt/enabled</property>
<property>/sim/rendering/shaders/urban</property>
<less-equal>
<value type="float">1.0</value>
<float-property>/sim/rendering/shaders/urban</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>
<!-- quality level below 4.0 doesn't require GL_ATI_shader_texture_lod or GL_ARB_shader_texture_lod -->
</and>
</predicate>
<pass>
<lighting>false</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>false</blend>
<alpha-test>false</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>0</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<type>
<use>texture[0]/type</use>
</type>
<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>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<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>2</unit>
<type>noise</type>
</texture-unit>
<program>
<vertex-shader>Shaders/urban-gbuffer.vert</vertex-shader>
<fragment-shader>Shaders/urban-gbuffer.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
<attribute>
<name>normal</name>
<index>15</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">1</value>
</uniform>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value>
<use>depth-factor</use>
</value>
</uniform>
<uniform>
<name>tile_size</name>
<type>float</type>
<value>
<use>xsize</use>
</value>
</uniform>
<uniform>
<name>night_color</name>
<type>float-vec3</type>
<value>
<use>night-color</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value>
<use>quality-level</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
<uniform>
<name>random_buildings</name>
<type>bool</type>
<value type="bool">
<use>random-buildings</use>
</value>
</uniform>
</pass>
</technique>
<technique n="8">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/urban</property>
<less-equal>
<value type="float">4.0</value>
<float-property>/sim/rendering/shaders/urban</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>
<or>
<extension-supported>GL_ATI_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
<extension-supported>GL_ARB_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
<extension-supported>GL_EXT_gpu_shader4</extension-supported>
</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>
<image>
<use>texture[0]/image</use>
</image>
<type>
<use>texture[0]/type</use>
</type>
<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>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<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>2</unit>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>3</unit>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<filter>nearest-mipmap-nearest</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>
<mipmap-control>
<function-r>average</function-r>
<function-g>average</function-g>
<function-b>average</function-b>
<function-a>min</function-a>
</mipmap-control>
</texture-unit>
<program>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/urban.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/urban.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
<attribute>
<name>normal</name>
<index>15</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">1</value>
</uniform>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>QDMTex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value>
<use>depth-factor</use>
</value>
</uniform>
<uniform>
<name>tile_size</name>
<type>float</type>
<value>
<use>xsize</use>
</value>
</uniform>
<uniform>
<name>night_color</name>
<type>float-vec3</type>
<value>
<use>night-color</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value>
<use>quality-level</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
<uniform>
<name>max_lod_level</name>
<type>float</type>
<value>
<use>max-lod-level</use>
</value>
</uniform>
<uniform>
<name>random_buildings</name>
<type>bool</type>
<value type="bool">
<use>random-buildings</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>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/urban</property>
<less-equal>
<value type="float">1.0</value>
<float-property>/sim/rendering/shaders/urban</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>
<!-- quality level below 4.0 doesn't require GL_ATI_shader_texture_lod or GL_ARB_shader_texture_lod -->
</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>
<image>
<use>texture[0]/image</use>
</image>
<type>
<use>texture[0]/type</use>
</type>
<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>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<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>2</unit>
<type>noise</type>
</texture-unit>
<program>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/urban.vert</vertex-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/urban.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
<attribute>
<name>normal</name>
<index>15</index>
</attribute>
</program>
<!-- 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 -->
<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">1</value>
</uniform>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value>
<use>depth-factor</use>
</value>
</uniform>
<uniform>
<name>tile_size</name>
<type>float</type>
<value>
<use>xsize</use>
</value>
</uniform>
<uniform>
<name>night_color</name>
<type>float-vec3</type>
<value>
<use>night-color</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value>
<use>quality-level</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>