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fgdata/Compositor/Effects/runway.eff
2019-11-03 20:52:22 +01:00

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<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/runway</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="4">
<image>Textures/Runway/rwy-normalmap.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
<type>2d</type>
</texture>
<texture n="5">
<type>cubemap</type>
<!-- use this form for a cube cross -->
<!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->
<!-- use this form for a 6 image cube map -->
<images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
</images>
</texture>
<texture n="6">
<type>2d</type>
<image>Aircraft/Generic/Effects/Rainbow.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="7">
<type>2d</type>
<image>Aircraft/Generic/Effects/FresnelLookUp.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="8">
<type>2d</type>
<image>Textures/Runway/rwy-reflect.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<rendering-hint>transparent</rendering-hint>
<shade-model>smooth</shade-model>
<rainbowiness type="float">0.01</rainbowiness>
<fresneliness type="float">0.01</fresneliness>
<noisiness type="float">0.15</noisiness>
<ambient_correction type="float">-0.15</ambient_correction>
<normalmap_dds type="float">0.0</normalmap_dds>
<vertex-program-two-side type="bool">false</vertex-program-two-side>
<cull-face>back</cull-face>
<rnorm>
<use>/environment/rain-norm</use>
</rnorm>
<!-- BEGIN 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>
<ground_scattering>
<use>/environment/surface/scattering</use>
</ground_scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<terrain_alt>
<use>/environment/mean-terrain-elevation-m</use>
</terrain_alt>
<overcast>
<use>/rendering/scene/overcast</use>
</overcast>
<eye_alt>
<use>/sim/rendering/eye-altitude-m</use>
</eye_alt>
<snow_level>
<use>/environment/snow-level-m</use>
</snow_level>
<dust_cover_factor>
<use>/environment/surface/dust-cover-factor</use>
</dust_cover_factor>
<lichen_cover_factor>
<use>/environment/surface/lichen-cover-factor</use>
</lichen_cover_factor>
<snow_thickness_factor>
<use>/environment/surface/snow-thickness-factor</use>
</snow_thickness_factor>
<wetness>
<use>/environment/surface/wetness</use>
</wetness>
<uvstretch>1.0</uvstretch>
<num_lightspots>
<use>/sim/rendering/als-secondary-lights/num-lightspots</use>
</num_lightspots>
<eyerel_x1>
<use>/sim/rendering/als-secondary-lights/lightspot/eyerel-x-m</use>
</eyerel_x1>
<eyerel_y1>
<use>/sim/rendering/als-secondary-lights/lightspot/eyerel-y-m</use>
</eyerel_y1>
<eyerel_z1>
<use>/sim/rendering/als-secondary-lights/lightspot/eyerel-z-m</use>
</eyerel_z1>
<lightspot_project1>
<use>/sim/rendering/als-secondary-lights/lightspot/stretch</use>
</lightspot_project1>
<lightspot_dir1>
<use>/sim/rendering/als-secondary-lights/lightspot/dir</use>
</lightspot_dir1>
<lightspot_size1>
<use>/sim/rendering/als-secondary-lights/lightspot/size</use>
</lightspot_size1>
<lightspot_r1>
<use>/sim/rendering/als-secondary-lights/lightspot/lightspot-r</use>
</lightspot_r1>
<lightspot_g1>
<use>/sim/rendering/als-secondary-lights/lightspot/lightspot-g</use>
</lightspot_g1>
<lightspot_b1>
<use>/sim/rendering/als-secondary-lights/lightspot/lightspot-b</use>
</lightspot_b1>
<eyerel_x2>
<use>/sim/rendering/als-secondary-lights/lightspot/eyerel-x-m[1]</use>
</eyerel_x2>
<eyerel_y2>
<use>/sim/rendering/als-secondary-lights/lightspot/eyerel-y-m[1]</use>
</eyerel_y2>
<eyerel_z2>
<use>/sim/rendering/als-secondary-lights/lightspot/eyerel-z-m[1]</use>
</eyerel_z2>
<lightspot_project2>
<use>/sim/rendering/als-secondary-lights/lightspot/stretch[1]</use>
</lightspot_project2>
<lightspot_dir2>
<use>/sim/rendering/als-secondary-lights/lightspot/dir[1]</use>
</lightspot_dir2>
<lightspot_size2>
<use>/sim/rendering/als-secondary-lights/lightspot/size[1]</use>
</lightspot_size2>
<lightspot_r2>
<use>/sim/rendering/als-secondary-lights/lightspot/lightspot-r[1]</use>
</lightspot_r2>
<lightspot_g2>
<use>/sim/rendering/als-secondary-lights/lightspot/lightspot-g[1]</use>
</lightspot_g2>
<lightspot_b2>
<use>/sim/rendering/als-secondary-lights/lightspot/lightspot-b[1]</use>
</lightspot_b2>
<eyerel_x3>
<use>/sim/rendering/als-secondary-lights/lightspot/eyerel-x-m[2]</use>
</eyerel_x3>
<eyerel_y3>
<use>/sim/rendering/als-secondary-lights/lightspot/eyerel-y-m[2]</use>
</eyerel_y3>
<eyerel_z3>
<use>/sim/rendering/als-secondary-lights/lightspot/eyerel-z-m[2]</use>
</eyerel_z3>
<lightspot_size3>
<use>/sim/rendering/als-secondary-lights/lightspot/size[2]</use>
</lightspot_size3>
<lightspot_r3>
<use>/sim/rendering/als-secondary-lights/lightspot/lightspot-r[2]</use>
</lightspot_r3>
<lightspot_g3>
<use>/sim/rendering/als-secondary-lights/lightspot/lightspot-g[2]</use>
</lightspot_g3>
<lightspot_b3>
<use>/sim/rendering/als-secondary-lights/lightspot/lightspot-b[2]</use>
</lightspot_b3>
<eyerel_x4>
<use>/sim/rendering/als-secondary-lights/lightspot/eyerel-x-m[3]</use>
</eyerel_x4>
<eyerel_y4>
<use>/sim/rendering/als-secondary-lights/lightspot/eyerel-y-m[3]</use>
</eyerel_y4>
<eyerel_z4>
<use>/sim/rendering/als-secondary-lights/lightspot/eyerel-z-m[3]</use>
</eyerel_z4>
<lightspot_size4>
<use>/sim/rendering/als-secondary-lights/lightspot/size[3]</use>
</lightspot_size4>
<lightspot_r4>
<use>/sim/rendering/als-secondary-lights/lightspot/lightspot-r[3]</use>
</lightspot_r4>
<lightspot_g4>
<use>/sim/rendering/als-secondary-lights/lightspot/lightspot-g[3]</use>
</lightspot_g4>
<lightspot_b4>
<use>/sim/rendering/als-secondary-lights/lightspot/lightspot-b[3]</use>
</lightspot_b4>
<eyerel_x5>
<use>/sim/rendering/als-secondary-lights/lightspot/eyerel-x-m[4]</use>
</eyerel_x5>
<eyerel_y5>
<use>/sim/rendering/als-secondary-lights/lightspot/eyerel-y-m[4]</use>
</eyerel_y5>
<eyerel_z5>
<use>/sim/rendering/als-secondary-lights/lightspot/eyerel-z-m[4]</use>
</eyerel_z5>
<lightspot_size5>
<use>/sim/rendering/als-secondary-lights/lightspot/size[4]</use>
</lightspot_size5>
<lightspot_r5>
<use>/sim/rendering/als-secondary-lights/lightspot/lightspot-r[4]</use>
</lightspot_r5>
<lightspot_g5>
<use>/sim/rendering/als-secondary-lights/lightspot/lightspot-g[4]</use>
</lightspot_g5>
<lightspot_b5>
<use>/sim/rendering/als-secondary-lights/lightspot/lightspot-b[4]</use>
</lightspot_b5>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<fogstructure>
<use>/environment/fog-structure</use>
</fogstructure>
<cloud_self_shading>
<use>/environment/cloud-self-shading</use>
</cloud_self_shading>
<moonlight>
<use>/environment/moonlight</use>
</moonlight>
<delta_T>
<use>/environment/surface/delta-T-rock</use>
</delta_T>
<quality_level>
<use>/sim/rendering/shaders/landmass</use>
</quality_level>
<tquality_level>
<use>/sim/rendering/shaders/transition</use>
</tquality_level>
<raise_vertex type="bool">false</raise_vertex>
<overlay_flag type="int">0</overlay_flag>
<!-- END fog include -->
</parameters>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="7">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/generic</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>
<texture-unit>
<unit>0</unit>
<type>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>
<use>texture[8]/type</use>
</type>
<image>
<use>texture[8]/image</use>
</image>
<filter>
<use>texture[8]/filter</use>
</filter>
<wrap-s>
<use>texture[8]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[8]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[8]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type>
<use>texture[4]/type</use>
</type>
<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>
<type>
<use>texture[5]/type</use>
</type>
<!-- use this form for a cube cross -->
<!--<image>
<use>texture[5]/image</use>
</image>-->
<!-- use this form for a 6 image cube map -->
<images>
<use>texture[5]/images</use>
</images>
</texture-unit>
<texture-unit>
<unit>6</unit>
<type>
<use>texture[6]/type</use>
</type>
<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>
</texture-unit>
<texture-unit>
<unit>7</unit>
<type>
<use>texture[7]/type</use>
</type>
<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>
</texture-unit>
<vertex-program-two-side>
<use>vertex-program-two-side</use>
</vertex-program-two-side>
<cull-face>
<use>cull-face</use>
</cull-face>
<program>
<!-- <vertex-shader n="0">Shaders/Default/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/Default/reflect-bump-spec.vert</vertex-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/Default/runway.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
<uniform>
<name>BaseTex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>Map</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>Noise</name>
<type>sampler-3d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>Environment</name>
<type>sampler-cube</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>Rainbow</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>Fresnel</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<!-- set the amount of fringing colour 0.0 - 1.0 -->
<uniform>
<name>rainbowiness</name>
<type>float</type>
<value>
<use>rainbowiness</use>
</value>
</uniform>
<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
<uniform>
<name>fresneliness</name>
<type>float</type>
<value>
<use>fresneliness</use>
</value>
</uniform>
<!-- set the amount of noisiness 0.0 - 1.0 -->
<uniform>
<name>noisiness</name>
<type>float</type>
<value>
<use>noisiness</use>
</value>
</uniform>
<!-- The reflection is set proportional to the shininess of the material.
The amount of reflection may be adjusted by the use of this correction
-1.0 (fully transparent)- 1.0 (fully opaque) -->
<uniform>
<name>spec_adjust</name>
<type>float</type>
<value>
<use>rnorm</use>
</value>
</uniform>
<!-- set the amount of ambient light correction 0.0 - 1.0 -->
<uniform>
<name>ambient_correction</name>
<type>float</type>
<value>
<use>ambient_correction</use>
</value>
</uniform>
<!-- use a reflection map-->
<uniform>
<name>reflect_map</name>
<type>float</type>
<value>
<use>reflect_map</use>
</value>
</uniform>
<!-- normalmap is .dds-->
<uniform>
<name>normalmap_dds</name>
<type>float</type>
<value>
<use>normalmap_dds</use>
</value>
</uniform>
<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>
</pass>
</technique>
<technique n="16">
<scheme>als-lighting</scheme>
<predicate>
<and>
<or>
<less-equal>
<value type="float">4.0</value>
<float-property>/sim/rendering/shaders/landmass</float-property>
</less-equal>
<less-equal>
<value type="float">3.0</value>
<float-property>/sim/rendering/shaders/transition</float-property>
</less-equal>
</or>
<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>
<emissive>
<use>material/emissive</use>
</emissive>
<shininess>
<use>material/shininess</use>
</shininess>
<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>
<use>texture[0]/type</use>
</type>
<image>
<use>texture[0]/image</use>
</image>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type>
<use>texture[4]/type</use>
</type>
<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>
<program>
<vertex-shader n="0">Shaders/ALS/terrain-ultra.vert</vertex-shader>
<vertex-shader n="1">Shaders/ALS/filters.vert</vertex-shader>
<vertex-shader n="2">Shaders/ALS/shadows-include.vert</vertex-shader>
<fragment-shader n="0">Shaders/ALS/runway.frag</fragment-shader>
<fragment-shader n="1">Shaders/ALS/cloud-shadowfunc.frag</fragment-shader>
<fragment-shader n="2">Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader n="3">Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader n="4">Shaders/ALS/secondary_lights.frag</fragment-shader>
<fragment-shader n="5">Shaders/ALS/filters.frag</fragment-shader>
<fragment-shader n="6">Shaders/ALS/lightspot.frag</fragment-shader>
<fragment-shader n="7">Shaders/ALS/shadows-include.frag</fragment-shader>
</program>
<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>snow_thickness_factor</name>
<type>float</type>
<value>
<use>snow_thickness_factor</use>
</value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
<value>
<use>dust_cover_factor</use>
</value>
</uniform>
<uniform>
<name>lichen_cover_factor</name>
<type>float</type>
<value>
<use>lichen_cover_factor</use>
</value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value>
<use>wetness</use>
</value>
</uniform>
<uniform>
<name>rain_norm</name>
<type>float</type>
<value>
<use>rnorm</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>uvstretch</name>
<type>float</type>
<value>
<use>uvstretch</use>
</value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<!-- secondary lights -->
<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>
<uniform>
<name>eyerel_x1</name>
<type>float</type>
<value>
<use>eyerel_x1</use>
</value>
</uniform>
<uniform>
<name>eyerel_y1</name>
<type>float</type>
<value>
<use>eyerel_y1</use>
</value>
</uniform>
<uniform>
<name>eyerel_z1</name>
<type>float</type>
<value>
<use>eyerel_z1</use>
</value>
</uniform>
<uniform>
<name>lightspot_project1</name>
<type>float</type>
<value>
<use>lightspot_project1</use>
</value>
</uniform>
<uniform>
<name>lightspot_dir1</name>
<type>float</type>
<value>
<use>lightspot_dir1</use>
</value>
</uniform>
<uniform>
<name>lightspot_size1</name>
<type>float</type>
<value>
<use>lightspot_size1</use>
</value>
</uniform>
<uniform>
<name>lightspot_r1</name>
<type>float</type>
<value>
<use>lightspot_r1</use>
</value>
</uniform>
<uniform>
<name>lightspot_g1</name>
<type>float</type>
<value>
<use>lightspot_g1</use>
</value>
</uniform>
<uniform>
<name>lightspot_b1</name>
<type>float</type>
<value>
<use>lightspot_b1</use>
</value>
</uniform>
<uniform>
<name>eyerel_x2</name>
<type>float</type>
<value>
<use>eyerel_x2</use>
</value>
</uniform>
<uniform>
<name>eyerel_y2</name>
<type>float</type>
<value>
<use>eyerel_y2</use>
</value>
</uniform>
<uniform>
<name>eyerel_z2</name>
<type>float</type>
<value>
<use>eyerel_z2</use>
</value>
</uniform>
<uniform>
<name>lightspot_project2</name>
<type>float</type>
<value>
<use>lightspot_project2</use>
</value>
</uniform>
<uniform>
<name>lightspot_dir2</name>
<type>float</type>
<value>
<use>lightspot_dir2</use>
</value>
</uniform>
<uniform>
<name>lightspot_size2</name>
<type>float</type>
<value>
<use>lightspot_size2</use>
</value>
</uniform>
<uniform>
<name>lightspot_r2</name>
<type>float</type>
<value>
<use>lightspot_r2</use>
</value>
</uniform>
<uniform>
<name>lightspot_g2</name>
<type>float</type>
<value>
<use>lightspot_g2</use>
</value>
</uniform>
<uniform>
<name>lightspot_b2</name>
<type>float</type>
<value>
<use>lightspot_b2</use>
</value>
</uniform>
<uniform>
<name>eyerel_x3</name>
<type>float</type>
<value>
<use>eyerel_x3</use>
</value>
</uniform>
<uniform>
<name>eyerel_y3</name>
<type>float</type>
<value>
<use>eyerel_y3</use>
</value>
</uniform>
<uniform>
<name>eyerel_z3</name>
<type>float</type>
<value>
<use>eyerel_z3</use>
</value>
</uniform>
<uniform>
<name>lightspot_size3</name>
<type>float</type>
<value>
<use>lightspot_size3</use>
</value>
</uniform>
<uniform>
<name>lightspot_r3</name>
<type>float</type>
<value>
<use>lightspot_r3</use>
</value>
</uniform>
<uniform>
<name>lightspot_g3</name>
<type>float</type>
<value>
<use>lightspot_g3</use>
</value>
</uniform>
<uniform>
<name>lightspot_b3</name>
<type>float</type>
<value>
<use>lightspot_b3</use>
</value>
</uniform>
<uniform>
<name>eyerel_x4</name>
<type>float</type>
<value>
<use>eyerel_x4</use>
</value>
</uniform>
<uniform>
<name>eyerel_y4</name>
<type>float</type>
<value>
<use>eyerel_y4</use>
</value>
</uniform>
<uniform>
<name>eyerel_z4</name>
<type>float</type>
<value>
<use>eyerel_z4</use>
</value>
</uniform>
<uniform>
<name>lightspot_size4</name>
<type>float</type>
<value>
<use>lightspot_size4</use>
</value>
</uniform>
<uniform>
<name>lightspot_r4</name>
<type>float</type>
<value>
<use>lightspot_r4</use>
</value>
</uniform>
<uniform>
<name>lightspot_g4</name>
<type>float</type>
<value>
<use>lightspot_g4</use>
</value>
</uniform>
<uniform>
<name>lightspot_b4</name>
<type>float</type>
<value>
<use>lightspot_b4</use>
</value>
</uniform>
<uniform>
<name>eyerel_x5</name>
<type>float</type>
<value>
<use>eyerel_x5</use>
</value>
</uniform>
<uniform>
<name>eyerel_y5</name>
<type>float</type>
<value>
<use>eyerel_y5</use>
</value>
</uniform>
<uniform>
<name>eyerel_z5</name>
<type>float</type>
<value>
<use>eyerel_z5</use>
</value>
</uniform>
<uniform>
<name>lightspot_size5</name>
<type>float</type>
<value>
<use>lightspot_size5</use>
</value>
</uniform>
<uniform>
<name>lightspot_r5</name>
<type>float</type>
<value>
<use>lightspot_r5</use>
</value>
</uniform>
<uniform>
<name>lightspot_g5</name>
<type>float</type>
<value>
<use>lightspot_g5</use>
</value>
</uniform>
<uniform>
<name>lightspot_b5</name>
<type>float</type>
<value>
<use>lightspot_b5</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>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</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>quality_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>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>
<uniform>
<name>num_lightspots</name>
<type>int</type>
<value>
<use>num_lightspots</use>
</value>
</uniform>
<uniform>
<name>overlay_flag</name>
<type>int</type>
<value>
<use>overlay_flag</use>
</value>
</uniform>
<uniform>
<name>raise_vertex</name>
<type>bool</type>
<value>
<use>raise_vertex</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value>
<!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<!-- BEGIN shadows include -->
<uniform>
<name>shadow_tex</name>
<type>sampler-2d</type>
<value type="int">10</value>
</uniform>
<uniform>
<name>shadows_enabled</name>
<type>bool</type>
<value>
<use>shadows_enabled</use>
</value>
</uniform>
<uniform>
<name>sun_atlas_size</name>
<type>int</type>
<value>
<use>sun_atlas_size</use>
</value>
</uniform>
<!-- END shadows include -->
<!--<depth>
<function>lequal</function>
<write-mask type="bool">false</write-mask>
</depth>-->
<alpha-test>
<comparison>greater</comparison>
<reference type="float">0.4</reference>
</alpha-test>
</pass>
</technique>
</PropertyList>