8a8e229e21
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
317 lines
7.3 KiB
XML
317 lines
7.3 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/terrain-default</name>
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<!-- <inherits-from>another-effect</inherits-from> -->
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<parameters>
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<material>
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<ambient type="vec4d">
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0.2 .2 0.2 1.0
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</ambient>
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<diffuse type="vec4d">
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.8 .8 .8 1.0
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</diffuse>
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<specular type="vec4d">
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0.0 0.0 0.0 1.0
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</specular>
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<emissive type="vec4d">
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0.0 0.0 0.0 1.0
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</emissive>
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<shininess>1.2</shininess>
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</material>
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<texture n="0">
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<image>Textures/Terrain/unknown.png</image>
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<filter>linear-mipmap-linear</filter>
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<!-- also repeat -->
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<!--
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<wrap-r>clamp-to-border</wrap-r>
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-->
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<!-- float, signed-integer, integer -->
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<internal-format>normalized</internal-format>
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</texture>
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<transparent>false</transparent>
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<render-bin>
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<bin-number>0</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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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/scattering-shader</use>
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</fogtype>
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</parameters>
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<!-- put techniques at a "high" index to allow derived effects to
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insert their own techniques first. -->
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/shader-effects</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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<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>ambient-and-diffuse</color-mode>
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</material>
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<alpha-test>
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<use>transparent</use>
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</alpha-test>
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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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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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<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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<program>
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<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
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<vertex-shader n="1">Shaders/default.vert</vertex-shader>
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<vertex-shader n="0">Shaders/include_fog.frag</vertex-shader>
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<fragment-shader n="1">Shaders/terrain-nocolor.frag</fragment-shader>
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</program>
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<uniform>
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<name>texture</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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<color-mask type="vec4d">0 0 0 0</color-mask>
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</pass>
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<pass>
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<lighting>true</lighting>
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<material>
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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>ambient-and-diffuse</color-mode>
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</material>
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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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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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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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<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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<program>
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<vertex-shader>Shaders/include_fog.vert</vertex-shader>
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<vertex-shader>Shaders/default.vert</vertex-shader>
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<fragment-shader>Shaders/default.frag</fragment-shader>
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<fragment-shader>Shaders/include_fog.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value>
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<use>avisibility</use>
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</value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value>
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<use>lthickness</use>
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</value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value>
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<use>scattering</use>
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</value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value>
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<use>terminator</use>
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</value>
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</uniform>
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<uniform>
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<name>fogType</name>
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<type>int</type>
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<value>
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<use>fogtype</use>
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</value>
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</uniform>
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<uniform>
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<name>texture</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>colorMode</name>
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<type>int</type>
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<value>2</value>
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<!-- AMBIENT_AND_DIFFUSE -->
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</uniform>
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<depth>
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<function>lequal</function>
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<write-mask type="bool">false</write-mask>
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</depth>
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</pass>
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</technique>
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<technique n="11">
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<pass>
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<lighting>true</lighting>
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<material>
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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>ambient-and-diffuse</color-mode>
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</material>
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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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<shade-model>smooth</shade-model>
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<cull-face>back</cull-face>
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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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<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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<environment>
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<mode>modulate</mode>
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</environment>
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</texture-unit>
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</pass>
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</technique>
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</PropertyList>
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